Remove the Infinity Ergodox default keymap
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650298cec3
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37052a53f1
@ -1,114 +0,0 @@
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/*
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Copyright 2016 Fred Sundvik <fsundvik@gmail.com>
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Jun Wako <wakojun@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "infinity_ergodox.h"
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// Workaround for old keymap format
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#define KC_RESET RESET
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const uint16_t keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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KEYMAP( // layer 0 : default
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// left hand
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EQL, 1, 2, 3, 4, 5, ESC,
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BSLS,Q, W, E, R, T, FN1,
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TAB, A, S, D, F, G,
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LSFT,Z, X, C, V, B, FN0,
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LGUI,GRV, BSLS,LEFT,RGHT,
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LCTL,LALT,
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HOME,
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BSPC,DEL, END,
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// right hand
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FN2, 6, 7, 8, 9, 0, MINS,
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LBRC,Y, U, I, O, P, RBRC,
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H, J, K, L, SCLN,QUOT,
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FN0, N, M, COMM,DOT, SLSH,RSFT,
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LEFT,DOWN,UP, RGHT,RGUI,
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RALT,RCTL,
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PGUP,
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PGDN,ENT, SPC
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),
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KEYMAP( // layer 1 : function and symbol keys
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// left hand
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TRNS,F1, F2, F3, F4, F5, F11,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,FN3,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,
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TRNS,
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TRNS,TRNS,TRNS,
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// right hand
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F12, F6, F7, F8, F9, F10, TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,
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TRNS,
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TRNS,TRNS,TRNS
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),
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KEYMAP( // layer 2 : keyboard functions
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// left hand
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RESET,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, FN3,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,
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TRNS,
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TRNS,TRNS,TRNS,
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// right hand
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TRNS, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,
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TRNS,
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TRNS,TRNS,TRNS
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),
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KEYMAP( // layer 3: numpad
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// left hand
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,TRNS,TRNS,TRNS,
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TRNS,TRNS,
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TRNS,
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TRNS,TRNS,TRNS,
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// right hand
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TRNS,NLCK,PSLS,PAST,PAST,PMNS,BSPC,
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TRNS,NO, P7, P8, P9, PMNS,BSPC,
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NO, P4, P5, P6, PPLS,PENT,
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TRNS,NO, P1, P2, P3, PPLS,PENT,
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P0, PDOT,SLSH,PENT,PENT,
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TRNS,TRNS,
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TRNS,
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TRNS,TRNS,TRNS
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),
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};
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const uint16_t fn_actions[] = {
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ACTION_LAYER_MOMENTARY(1), // FN0 - switch to Layer1
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ACTION_LAYER_SET(2, ON_PRESS), // FN1 - set Layer2
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ACTION_LAYER_TOGGLE(3), // FN2 - toggle Layer3 aka Numpad layer
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ACTION_LAYER_SET(0, ON_PRESS), // FN3 - set Layer0
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};
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@ -1,168 +0,0 @@
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/*
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Copyright 2016 Fred Sundvik <fsundvik@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// Currently we are assuming that both the backlight and LCD are enabled
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// But it's entirely possible to write a custom visualizer that use only
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// one of them
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#ifndef LCD_BACKLIGHT_ENABLE
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#error This visualizer needs that LCD backlight is enabled
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#endif
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#ifndef LCD_ENABLE
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#error This visualizer needs that LCD is enabled
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#endif
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#include "visualizer.h"
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#include "led_test.h"
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static const char* welcome_text[] = {"TMK", "Infinity Ergodox"};
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// Just an example how to write custom keyframe functions, we could have moved
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// all this into the init function
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bool display_welcome(keyframe_animation_t* animation, visualizer_state_t* state) {
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(void)animation;
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// Read the uGFX documentation for information how to use the displays
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// http://wiki.ugfx.org/index.php/Main_Page
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gdispClear(White);
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// You can use static variables for things that can't be found in the animation
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// or state structs
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gdispDrawString(0, 3, welcome_text[0], state->font_dejavusansbold12, Black);
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gdispDrawString(0, 15, welcome_text[1], state->font_dejavusansbold12, Black);
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// Always remember to flush the display
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gdispFlush();
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// you could set the backlight color as well, but we won't do it here, since
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// it's part of the following animation
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// lcd_backlight_color(hue, saturation, intensity);
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// We don't need constant updates, just drawing the screen once is enough
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return false;
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}
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// Feel free to modify the animations below, or even add new ones if needed
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// Don't worry, if the startup animation is long, you can use the keyboard like normal
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// during that time
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static keyframe_animation_t startup_animation = {
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.num_frames = 4,
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.loop = false,
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.frame_lengths = {0, gfxMillisecondsToTicks(1000), gfxMillisecondsToTicks(5000), 0},
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.frame_functions = {
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display_welcome,
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keyframe_animate_backlight_color,
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keyframe_no_operation,
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enable_visualization
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},
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};
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// The color animation animates the LCD color when you change layers
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static keyframe_animation_t color_animation = {
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.num_frames = 2,
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.loop = false,
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// Note that there's a 200 ms no-operation frame,
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// this prevents the color from changing when activating the layer
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// momentarily
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.frame_lengths = {gfxMillisecondsToTicks(200), gfxMillisecondsToTicks(500)},
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.frame_functions = {keyframe_no_operation, keyframe_animate_backlight_color},
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};
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// The LCD animation alternates between the layer name display and a
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// bitmap that displays all active layers
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static keyframe_animation_t lcd_animation = {
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.num_frames = 2,
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.loop = true,
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.frame_lengths = {gfxMillisecondsToTicks(2000), gfxMillisecondsToTicks(2000)},
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.frame_functions = {keyframe_display_layer_text, keyframe_display_layer_bitmap},
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};
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static keyframe_animation_t suspend_animation = {
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.num_frames = 3,
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.loop = false,
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.frame_lengths = {0, gfxMillisecondsToTicks(1000), 0},
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.frame_functions = {
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keyframe_display_layer_text,
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keyframe_animate_backlight_color,
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keyframe_disable_lcd_and_backlight,
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},
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};
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static keyframe_animation_t resume_animation = {
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.num_frames = 5,
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.loop = false,
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.frame_lengths = {0, 0, gfxMillisecondsToTicks(1000), gfxMillisecondsToTicks(5000), 0},
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.frame_functions = {
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keyframe_enable_lcd_and_backlight,
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display_welcome,
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keyframe_animate_backlight_color,
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keyframe_no_operation,
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enable_visualization,
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},
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};
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void initialize_user_visualizer(visualizer_state_t* state) {
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// The brightness will be dynamically adjustable in the future
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// But for now, change it here.
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lcd_backlight_brightness(0x50);
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state->current_lcd_color = LCD_COLOR(0x00, 0x00, 0xFF);
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state->target_lcd_color = LCD_COLOR(0x10, 0xFF, 0xFF);
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start_keyframe_animation(&startup_animation);
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start_keyframe_animation(&led_test_animation);
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}
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void update_user_visualizer_state(visualizer_state_t* state) {
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// Add more tests, change the colors and layer texts here
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// Usually you want to check the high bits (higher layers first)
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// because that's the order layers are processed for keypresses
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// You can for check for example:
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// state->status.layer
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// state->status.default_layer
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// state->status.leds (see led.h for available statuses)
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if (state->status.layer & 0x8) {
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state->target_lcd_color = LCD_COLOR(0xC0, 0xB0, 0xFF);
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state->layer_text = "Numpad";
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}
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else if (state->status.layer & 0x4) {
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state->target_lcd_color = LCD_COLOR(0, 0xB0, 0xFF);
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state->layer_text = "KBD functions";
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}
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else if (state->status.layer & 0x2) {
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state->target_lcd_color = LCD_COLOR(0x80, 0xB0, 0xFF);
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state->layer_text = "Function keys";
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}
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else {
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state->target_lcd_color = LCD_COLOR(0x40, 0xB0, 0xFF);
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state->layer_text = "Default";
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}
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// You can also stop existing animations, and start your custom ones here
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// remember that you should normally have only one animation for the LCD
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// and one for the background. But you can also combine them if you want.
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start_keyframe_animation(&lcd_animation);
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start_keyframe_animation(&color_animation);
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}
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void user_visualizer_suspend(visualizer_state_t* state) {
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state->layer_text = "Suspending...";
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uint8_t hue = LCD_HUE(state->current_lcd_color);
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uint8_t sat = LCD_SAT(state->current_lcd_color);
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state->target_lcd_color = LCD_COLOR(hue, sat, 0);
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start_keyframe_animation(&suspend_animation);
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}
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void user_visualizer_resume(visualizer_state_t* state) {
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state->current_lcd_color = LCD_COLOR(0x00, 0x00, 0x00);
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state->target_lcd_color = LCD_COLOR(0x10, 0xFF, 0xFF);
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start_keyframe_animation(&resume_animation);
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start_keyframe_animation(&led_test_animation);
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}
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