keymap.c 5.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123
  1. #include QMK_KEYBOARD_H
  2. // Each layer gets a name for readability, which is then used in the keymap matrix below.
  3. // The underscores don't mean anything - you can have a layer called STUFF or any other name.
  4. #define _BL 0
  5. #define _FL 1
  6. #define _CL 2
  7. enum custom_keycodes {
  8. S_BSKTC = SAFE_RANGE,
  9. S_ODEJY,
  10. S_RCKBY,
  11. S_DOEDR,
  12. S_SCALE,
  13. S_ONEUP,
  14. S_COIN,
  15. S_SONIC,
  16. S_ZELDA
  17. };
  18. #ifdef AUDIO_ENABLE
  19. float song_basketcase[][2] = SONG(BASKET_CASE);
  20. float song_ode_to_joy[][2] = SONG(ODE_TO_JOY);
  21. float song_rock_a_bye_baby[][2] = SONG(ROCK_A_BYE_BABY);
  22. float song_doe_a_deer[][2] = SONG(DOE_A_DEER);
  23. float song_scale[][2] = SONG(MUSIC_SCALE_SOUND);
  24. float song_coin[][2] = SONG(COIN_SOUND);
  25. float song_one_up[][2] = SONG(ONE_UP_SOUND);
  26. float song_sonic_ring[][2] = SONG(SONIC_RING);
  27. float song_zelda_puzzle[][2] = SONG(ZELDA_PUZZLE);
  28. #endif
  29. const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  30. /* Keymap _BL: Base Layer (Default Layer)
  31. */
  32. [_BL] = LAYOUT(
  33. 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, \
  34. 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, \
  35. 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, \
  36. 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, \
  37. KC_LCTL,KC_LGUI,KC_LALT, KC_SPC, KC_SPC, KC_RGUI,KC_RALT,MO(_FL),KC_RCTL,KC_LEFT,KC_DOWN,KC_RGHT),
  38. /* Keymap _FL: Function Layer
  39. */
  40. [_FL] = LAYOUT(
  41. 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, \
  42. _______,_______,_______,_______,_______,_______,_______,_______,_______,KC_MPRV,KC_MPLY,KC_MNXT,_______,KC_MUTE, KC_VOLD, \
  43. _______,_______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
  44. _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, KC_PGUP, \
  45. _______,_______,_______, _______,_______, _______,_______,MO(_FL),_______,KC_HOME,KC_PGDN,KC_END),
  46. /* Keymap _CL: Control layer
  47. */
  48. [_CL] = LAYOUT(
  49. 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, \
  50. _______,_______,_______,_______,RESET, _______,_______,_______,_______,_______,_______,_______,_______,_______, BL_DEC, \
  51. _______,_______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
  52. _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, RGB_SAI, \
  53. _______,_______,_______, BL_BRTG,BL_BRTG, _______,_______,MO(_FL),_______,RGB_HUD,RGB_SAD,RGB_HUI),
  54. };
  55. bool process_record_user(uint16_t keycode, keyrecord_t *record) {
  56. switch (keycode) {
  57. #ifdef AUDIO_ENABLE
  58. case S_BSKTC:
  59. if (record->event.pressed) {
  60. stop_all_notes();
  61. PLAY_SONG(song_basketcase);
  62. }
  63. return false;
  64. case S_ODEJY:
  65. if (record->event.pressed) {
  66. stop_all_notes();
  67. PLAY_SONG(song_ode_to_joy);
  68. }
  69. return false;
  70. case S_RCKBY:
  71. if (record->event.pressed) {
  72. stop_all_notes();
  73. PLAY_SONG(song_rock_a_bye_baby);
  74. }
  75. return false;
  76. case S_DOEDR:
  77. if (record->event.pressed) {
  78. stop_all_notes();
  79. PLAY_SONG(song_doe_a_deer);
  80. }
  81. return false;
  82. case S_SCALE:
  83. if (record->event.pressed) {
  84. stop_all_notes();
  85. PLAY_SONG(song_scale);
  86. }
  87. return false;
  88. case S_ONEUP:
  89. if (record->event.pressed) {
  90. stop_all_notes();
  91. PLAY_SONG(song_one_up);
  92. }
  93. return false;
  94. case S_COIN:
  95. if (record->event.pressed) {
  96. stop_all_notes();
  97. PLAY_SONG(song_coin);
  98. }
  99. return false;
  100. case S_SONIC:
  101. if (record->event.pressed) {
  102. stop_all_notes();
  103. PLAY_SONG(song_sonic_ring);
  104. }
  105. return false;
  106. case S_ZELDA:
  107. if (record->event.pressed) {
  108. stop_all_notes();
  109. PLAY_SONG(song_zelda_puzzle);
  110. }
  111. return false;
  112. #endif
  113. }
  114. return true;
  115. }