2 #include "action_layer.h"
5 extern keymap_config_t keymap_config;
7 // Each layer gets a name for readability, which is then used in the keymap matrix below.
8 // The underscores don't mean anything - you can have a layer called STUFF or any other name.
9 // Layer names don't all need to be of the same length, obviously, and you can also skip them
10 // entirely and just use numbers.
19 enum custom_keycodes {
20 KC_DIABLO_CLEAR = SAFE_RANGE,
36 // Fillers to make layering more clear
37 #define _______ KC_TRNS
39 #define MACROS TG(_MACROS)
40 #define DIABLO TG(_DIABLO)
41 #define GAMEPAD TG(_GAMEPAD)
42 #define MEDIA TG(_MEDIA)
43 #define COVECUBE TG(_COVECUBE)
46 bool is_overwatch = false;
49 #ifdef RGBLIGHT_ENABLE
50 #define rgblight_set_blue rgblight_sethsv (0xFF, 0xFF, 0xFF);
51 #define rgblight_set_red rgblight_sethsv (0x00, 0xFF, 0xFF);
52 #define rgblight_set_green rgblight_sethsv (0x78, 0xFF, 0xFF);
53 #define rgblight_set_orange rgblight_sethsv (0x1E, 0xFF, 0xFF);
54 #define rgblight_set_teal rgblight_sethsv (0xC3, 0xFF, 0xFF);
55 #define rgblight_set_magenta rgblight_sethsv (0x12C, 0xFF, 0xFF);
56 #define rgblight_set_yellow rgblight_sethsv (0x3C, 0xFF, 0xFF);
57 #define rgblight_set_purple rgblight_sethsv (0x10E, 0xFF, 0xFF);
60 #ifdef TAP_DANCE_ENABLE
61 //define diablo macro timer variables
62 static uint16_t diablo_timer[4];
63 static uint8_t diablo_times[] = { 0, 1, 3, 5, 10, 30 };
64 static uint8_t diablo_key_time[4];
67 bool check_dtimer(uint8_t dtimer) {
68 // has the correct number of seconds elapsed (as defined by diablo_times)
69 return (timer_elapsed(diablo_timer[dtimer]) < (diablo_key_time[dtimer] * 1000)) ? false : true;
81 // Cycle through the times for the macro, starting at 0, for disabled.
82 // Max of six values, so don't exceed
83 void diablo_tapdance_master(qk_tap_dance_state_t *state, void *user_data, uint8_t diablo_key) {
84 if (state->count >= 7) {
85 diablo_key_time[diablo_key] = diablo_times[0];
86 reset_tap_dance(state);
89 diablo_key_time[diablo_key] = diablo_times[state->count - 1];
94 // Would rather have one function for all of this, but no idea how to do that...
95 void diablo_tapdance1(qk_tap_dance_state_t *state, void *user_data) {
96 diablo_tapdance_master(state, user_data, 0);
99 void diablo_tapdance2(qk_tap_dance_state_t *state, void *user_data) {
100 diablo_tapdance_master(state, user_data, 1);
103 void diablo_tapdance3(qk_tap_dance_state_t *state, void *user_data) {
104 diablo_tapdance_master(state, user_data, 2);
107 void diablo_tapdance4(qk_tap_dance_state_t *state, void *user_data) {
108 diablo_tapdance_master(state, user_data, 3);
113 //Tap Dance Definitions
114 qk_tap_dance_action_t tap_dance_actions[] = {
115 // tap once to disable, and more to enable timed micros
116 [TD_DIABLO_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1),
117 [TD_DIABLO_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2),
118 [TD_DIABLO_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3),
119 [TD_DIABLO_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4),
125 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
128 MACROS, DIABLO, GAMEPAD, KC_NLCK, KC_SLCK, KC_COLN, KC_PSLS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
129 MEDIA, KC_CALC, COVECUBE,KC_P7, KC_P8, KC_P9, KC_PAST, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
130 KC_HOME, KC_DEL, KC_PGUP, KC_P4, KC_P5, KC_P6, KC_PMNS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
131 KC_END, KC_UP, KC_PGDN, KC_P1, KC_P2, KC_P3, KC_PPLS, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
132 KC_LEFT, KC_DOWN, KC_RGHT, KC_P0, KC_P00, KC_PDOT, KC_PENT, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
136 KC_ESC, DIABLO, KC_V, KC_D, XXXXXXX, XXXXXXX, KC_L, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
137 KC_TAB, KC_S, KC_F, KC_I, KC_M, KC_T, KC_J, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
138 KC_Q, KC_1, KC_2, KC_3, KC_4, KC_G, KC_F, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
139 KC_LCTL, (TD_DIABLO_1), TD(TD_DIABLO_2), TD(TD_DIABLO_3), TD(TD_DIABLO_4), KC_Z, KC_DIABLO_CLEAR, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
140 KC_LALT, KC_F4, KC_F5, KC_F8, KC_F9, KC_F10, SFT_T(KC_SPACE), XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
143 [_GAMEPAD] = KEYMAP( // Game pad layout designed primarily for Overwatch
144 MACROS, KC_ESC, GAMEPAD, KC_1, KC_2, KC_3, KC_4, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
145 MEDIA, KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
146 KC_Z, KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
147 KC_Y, KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
148 KC_F1, KC_U, KC_I, KC_Y, KC_V, KC_SPC, KC_V, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
152 MACROS, XXXXXXX, GAMEPAD, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
153 XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
154 KC_SYMM, KC_TORB, KC_DOOMFIST, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
155 KC_GLHF, KC_GOODGAME, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
156 KC_SALT, KC_MORESALT, KC_SALTHARD, KC_JUSTGAME, KC_AIM, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
159 [_COVECUBE] = KEYMAP(
160 COVECUBE, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
161 XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
162 XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
163 XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
164 XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
168 RESET, KC_MAKE, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
169 MEDIA, XXXXXXX, RGB_SAI, RGB_VAI, RGB_M_P, RGB_M_B, RGB_M_R, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
170 RGB_TOG, RGB_MOD, RGB_SAD, RGB_VAD, RGB_M_SW,RGB_M_SN,RGB_M_K, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
171 KC_MPLY, KC_MSTP, KC_MPRV, KC_MNXT, RGB_M_K, RGB_M_X, RGB_M_G, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
172 KC_MUTE, KC_VOLD, KC_VOLU, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
180 bool process_record_user(uint16_t keycode, keyrecord_t *record) {
188 // Once a delay command is added to "SEND_STRING",
189 // replace these with X_BSPC and X_ENTER instead.
190 // and add "SS_TAP(kc) SS_DELAY(50)" to all of the
191 // SEND_STRING commands, to compress things.
193 #ifdef TAP_DANCE_ENABLE
194 case KC_DIABLO_CLEAR: // reset all Diable timers, disabling them
195 if (record->event.pressed) {
198 for (dtime = 0; dtime < 4; dtime++) {
199 diablo_key_time[dtime] = diablo_times[0];
206 if (!record->event.pressed) {
207 register_code(KC_P0);
208 unregister_code(KC_P0);
209 register_code(KC_P0);
210 unregister_code(KC_P0);
215 if (!record->event.pressed) {
216 SEND_STRING("make " QMK_KEYBOARD ":" QMK_KEYMAP SS_TAP(X_ENTER));
220 case KC_OVERWATCH: // reset all Diable timers, disabling them
221 if (record->event.pressed) {
222 is_overwatch = !is_overwatch;
224 #ifdef RGBLIGHT_ENABLE
225 is_overwatch ? rgblight_mode(17) : rgblight_mode(18);
230 if (!record->event.pressed) {
234 SEND_STRING("Salt, salt, salt..." SS_TAP(X_ENTER));
239 if (!record->event.pressed) {
243 SEND_STRING("Please sir, can I have some more salt?!" SS_TAP(X_ENTER));
248 if (!record->event.pressed) {
252 SEND_STRING("Your salt only makes my penis that much harder, and even more aggressive!" SS_TAP(X_ENTER));
257 if (!record->event.pressed) {
261 SEND_STRING("Good game, everyone!" SS_TAP(X_ENTER));
266 if (!record->event.pressed) {
270 SEND_STRING("Good luck, have fun!!!" SS_TAP(X_ENTER));
275 if (!record->event.pressed) {
279 SEND_STRING("Left click to win!" SS_TAP(X_ENTER));
285 if (!record->event.pressed) {
289 SEND_STRING("It may be a game, but if you don't want to actually try, please go play AI, so that people that actually want to take the game seriously and \"get good\" have a place to do so without trolls like you throwing games." SS_TAP(X_ENTER));
295 if (!record->event.pressed) {
299 SEND_STRING("That was positively riveting! SS_TAP(X_ENTER)");
305 if (!record->event.pressed) {
309 SEND_STRING("That aim is absolutely amazing. It's almost like you're a machine!" SS_TAP(X_ENTER));
311 SEND_STRING("Wait! That aim is TOO good! You're clearly using an aim hack! CHEATER!" SS_TAP(X_ENTER));
321 #ifdef TAP_DANCE_ENABLE
323 // Sends the key press to system, but only if on the Diablo layer
324 void send_diablo_keystroke(uint8_t diablo_key) {
325 if (biton32(layer_state) == _DIABLO) {
326 switch (diablo_key) {
343 // Checks each of the 4 timers/keys to see if enough time has elapsed
344 // Runs the "send string" command if enough time has passed, and resets the timer.
345 void run_diablo_macro_check(void) {
348 for (dtime = 0; dtime < 4; dtime++) {
349 if (check_dtimer(dtime) && diablo_key_time[dtime]) {
350 diablo_timer[dtime] = timer_read();
351 send_diablo_keystroke(dtime);
359 void matrix_init_user(void) { // Runs boot tasks for keyboard
360 #ifdef RGBLIGHT_ENABLE
368 void matrix_scan_user(void) { // runs frequently to update info
369 #ifdef TAP_DANCE_ENABLE
370 // Run Diablo 3 macro checking code.
371 run_diablo_macro_check();
376 uint32_t layer_state_set_kb(uint32_t state) {
377 #ifdef RGBLIGHT_ENABLE
379 switch (biton32(state)) {
386 is_overwatch ? rgblight_mode(17) : rgblight_mode(18);