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Created "paddlegame" keymap (#13629)

* Added gmmk pro paddlegame keymap

* Replaced config.h with my own

* Adjust code to better fit style guide

* Update readme to include layout

* Fixed keymap, was missing a few keys

* Replaced all instances of _isWinKeyDisabled with keymap_config.no_gui

* Update keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c

Co-authored-by: Drashna Jaelre <drashna@live.com>

Co-authored-by: Tomas Guinan <bngrybt@gmail.com>
Co-authored-by: Drashna Jaelre <drashna@live.com>
Tomas Guinan 3 anni fa
parent
commit
999391f3ae

+ 24 - 0
keyboards/gmmk/pro/ansi/keymaps/paddlegame/config.h

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+/* Copyright 2021 Tomas Guinan
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program.  If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#pragma once
+
+#ifdef RGB_MATRIX_ENABLE
+    #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR
+    #define RGB_DISABLE_WHEN_USB_SUSPENDED true
+#endif
+
+#define FORCE_NKRO

+ 471 - 0
keyboards/gmmk/pro/ansi/keymaps/paddlegame/keymap.c

@@ -0,0 +1,471 @@
+/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
+   Copyright 2021 Tomas Guinan
+
+This program is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program.  If not, see <http://www.gnu.org/licenses/>.
+*/
+
+#include QMK_KEYBOARD_H
+#include "rgb_matrix_map.h"
+#include "paddlegame.h"
+#include <math.h>
+
+enum custom_layers {
+    _BASE,
+    _FN1,
+    _MO2,
+    _MO3,
+};
+
+enum custom_keycodes {
+  KC_00 = SAFE_RANGE,
+  KC_WINLK,    //Toggles Win key on and off
+};
+
+bool process_record_user(uint16_t keycode, keyrecord_t *record) {
+    switch (keycode) {
+    case KC_00:
+        if (record->event.pressed) {
+            // when keycode KC_00 is pressed
+            SEND_STRING("00");
+        } else {
+            // when keycode KC_00 is released
+        }
+        break;
+
+    case KC_WINLK:
+        if (record->event.pressed) {
+            if(!keymap_config.no_gui) {
+                process_magic(GUI_OFF, record);
+            } else {
+                process_magic(GUI_ON, record);
+            }
+        } else  unregister_code16(keycode);
+        break;
+    }
+    return true;
+};
+
+
+const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+
+//      ESC      F1       F2       F3       F4       F5       F6       F7       F8       F9       F10      F11      F12	     Del           Rotary(Mute)
+//      ~        1        2        3        4        5        6        7        8        9        0         -       (=)	     BackSpc           Home
+//      Tab      Q        W        E        R        T        Y        U        I        O        P        [        ]        \                 PgUp
+//      Caps     A        S        D        F        G        H        J        K        L        ;        "                 Enter             PgDn
+//      Sh_L              Z        X        C        V        B        N        M        ,        .        ?                 Sh_R     Up       End
+//      Ct_L     Win_L    Alt_L                               SPACE                               Alt_R    FN       Ct_R     Left     Down     Right
+
+
+    [_BASE] = LAYOUT(
+        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,   KC_DEL,             KC_MUTE,
+        KC_GRV,   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_HOME,
+        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_PGUP,
+        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,             KC_PGDN,
+        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,    KC_END,
+        KC_LCTL,  KC_LGUI,  KC_LALT,                                KC_SPC,                                 KC_RALT,  MO(_FN1), KC_RCTL,  KC_LEFT,  KC_DOWN,  KC_RGHT
+    ),
+
+    [_FN1] = LAYOUT(
+        KC_SLEP,  KC_MYCM,  KC_WHOM,  KC_CALC,  KC_MSEL,  KC_MPRV,  KC_MNXT,  KC_MPLY,  KC_MSTP,  KC_PSCR,  KC_SLCK,  KC_PAUS,  _______,  KC_INS,             _______, 
+        RGB_TOG,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  RGB_HUD,  RGB_HUI,  _______,            RGB_M_P, 
+        _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  TO(_MO2), RGB_SAD,  RGB_SAI,  RESET,              RGB_M_B, 
+        _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  RGB_RMOD, RGB_MOD,            _______,            RGB_M_R, 
+        _______,            _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,  RGB_VAI,  RGB_M_SW, 
+        _______,  KC_WINLK, _______,                                _______,                                _______,  _______,  _______,  RGB_SPD,  RGB_VAD,  RGB_SPI
+    ),
+
+    [_MO2] = LAYOUT(
+        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
+        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
+        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
+        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,            _______, 
+        _______,             _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,  _______,  _______, 
+        _______,   _______,  _______,                                _______,                                _______,  TG(_MO2), _______,  _______,  _______,  _______
+    ),
+
+   [_MO3] = LAYOUT(
+        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
+        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
+        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______, 
+        _______,   _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,            _______, 
+        _______,             _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,  _______,            _______,  _______,  _______, 
+        _______,   _______,  _______,                                _______,                                _______,  _______,  _______,  _______,  _______,  _______
+    ),
+
+};
+
+#ifdef ENCODER_ENABLE       // Encoder Functionality
+
+    bool encoder_update_user(uint8_t index, bool clockwise) {
+
+		switch(get_highest_layer(layer_state)) {
+			case _FN1:
+			if ( clockwise ) {
+				tap_code16(KC_PGDN);
+			} else {
+				tap_code16(KC_PGUP);
+			}
+			break;
+
+			case _MO2:
+			// Game: Paddle movement
+			if (damage_count == 0) {
+				if ( clockwise ) {
+					if (paddle_pos_full < 15) ++paddle_pos_full;
+				} else {
+					if (paddle_pos_full > 0) --paddle_pos_full;
+				}
+			}
+			break;
+			
+			case _BASE:
+			default:
+			if ( clockwise ) {
+				tap_code(KC_VOLU);
+			} else {
+				tap_code(KC_VOLD);
+			}
+			break;			
+		}
+        return true;
+    }
+#endif
+
+#ifdef RGB_MATRIX_ENABLE
+	void init_ball(uint8_t i) {
+		i &= 1;
+		ball[i].on = true;
+		ball[i].up = false;
+		ball[i].y = 0;
+		ball[i].x = rand() % 16;
+		
+		// Set initial ball state
+		if (ball[i].x < 8) {
+			ball[i].left = false;
+		} else {
+			ball[i].x -= 4;
+			ball[i].left = true;
+		}
+		
+		// 1/4 chance of being an enemy ball after level 6
+		if (level_number > 3) {
+			ball[i].enemy = ((rand() % 4) == 0);
+		} else {
+			ball[i].enemy = false;
+		}
+	}
+
+	void hurt_paddle(void) {
+		if (paddle_lives > 0) {
+			--paddle_lives;
+		}
+		damage_timer = timer_read();
+		damage_count = 10;
+		
+		// Reset board
+		init_ball(0);
+		ball[1].on = false;
+	}
+
+    // Capslock, Scroll lock and Numlock  indicator on Left side lights.
+    void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
+		switch(get_highest_layer(layer_state)) {
+			case _FN1:
+			// Light up FN layer keys
+			if (!fn_active) {
+				fn_active = true;
+				rgb_value.r = 0xff;
+				rgb_value.g = 0x00;
+				rgb_value.b = 0x00;
+			}
+			
+			if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
+				if (rgb_value.b > 0) { --rgb_value.b; }
+				else { ++rgb_value.g; }
+			} else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
+				if (rgb_value.r > 0) { --rgb_value.r; }
+				else { ++rgb_value.b; }
+			} else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
+				if (rgb_value.g > 0) { --rgb_value.g; }
+				else { ++rgb_value.r; }
+			}
+			
+            for (uint8_t i=0; i<sizeof(LED_RGB)/sizeof(LED_RGB[0]); i++) {
+                rgb_matrix_set_color(LED_RGB[i], rgb_value.r, rgb_value.g, rgb_value.b);
+            }
+			
+            for (uint8_t i=0; i<sizeof(LED_WHITE)/sizeof(LED_WHITE[0]); i++) {
+                rgb_matrix_set_color(LED_WHITE[i], RGB_WHITE);
+            }
+
+            for (uint8_t i=0; i<sizeof(LED_GREEN)/sizeof(LED_GREEN[0]); i++) {
+                rgb_matrix_set_color(LED_GREEN[i], RGB_GREEN);
+            }
+			
+			rgb_matrix_set_color(LED_ESC,  RGB_RED);
+			
+			rgb_matrix_set_color(LED_LWIN, RGB_BLUE);
+			break;
+			
+			case _MO2:
+			// Paddle game
+			if (!game_start) {
+				srand((unsigned int)timer_read());
+				
+				// Store user light settings
+				last_hsv = rgb_matrix_get_hsv();
+				rgb_matrix_sethsv_noeeprom(0, 0, 0);
+
+				rgb_value.r = 0xff;
+				rgb_value.g = 0x00;
+				rgb_value.b = 0x00;
+				
+				paddle_pos_full = 8;
+				paddle_lives = 4;
+				bounce_count = 0;
+				level_number = 0;
+				damage_count = 0;
+
+				init_ball(0);
+				ball[1].on = false;
+				ball_timer = timer_read();
+
+				game_start = true;
+			}
+			
+			// Set level indicator
+			if (level_number < 12) {
+				rgb_matrix_set_color(GAME_R0[level_number], RGB_BLUE);
+			}
+			
+			// Set life bar
+			for (uint8_t i=0; i < paddle_lives ; i++) {
+				rgb_matrix_set_color(GAME_LIVES[i], RGB_GREEN);
+			}
+			
+			uint8_t paddle_pos = paddle_pos_full >> 1;
+
+			if (damage_count > 0) {
+				// Flash paddle when receiving damage
+				if (timer_elapsed(damage_timer) > 500) {
+					--damage_count;
+					damage_timer = timer_read();
+				}
+				if ((damage_count & 1) == 0) {
+					for (uint8_t i=0; i < 3 ; i++) {
+						rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_RED);
+					}
+				}
+				if (damage_count == 0) {
+					ball_timer = timer_read();
+				}
+				
+
+			} else if (paddle_lives == 0) {
+				// Game over
+				for (uint8_t i=0; i<sizeof(LED_GAME_OVER)/sizeof(LED_GAME_OVER[0]); i++) {
+					rgb_matrix_set_color(LED_GAME_OVER[i], RGB_RED);
+				}
+			
+			} else if (level_number >= 12) {
+				// You win
+				if (rgb_value.r == 0xff && rgb_value.g < 0xff) {
+					if (rgb_value.b > 0) { --rgb_value.b; }
+					else { ++rgb_value.g; }
+				} else if (rgb_value.g == 0xff && rgb_value.b < 0xff) {
+					if (rgb_value.r > 0) { --rgb_value.r; }
+					else { ++rgb_value.b; }
+				} else if (rgb_value.b == 0xff && rgb_value.r < 0xff) {
+					if (rgb_value.g > 0) { --rgb_value.g; }
+					else { ++rgb_value.r; }
+				}
+				
+				for (uint8_t i=0; i < 3 ; i++) {
+					rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], rgb_value.r, rgb_value.g, rgb_value.b);
+				}
+				rgb_matrix_set_color(GAME_SMILE1[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
+				rgb_matrix_set_color(GAME_SMILE1[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
+				rgb_matrix_set_color(GAME_SMILE2[paddle_pos], rgb_value.r, rgb_value.g, rgb_value.b);
+				rgb_matrix_set_color(GAME_SMILE2[paddle_pos + 3], rgb_value.r, rgb_value.g, rgb_value.b);
+			
+			} else {
+				// normal game loop
+				
+				// Set paddle position
+				for (uint8_t i=0; i < 3 ; i++) {
+					rgb_matrix_set_color(GAME_PADDLE[paddle_pos + i], RGB_GREEN);
+				}
+				
+				// Ball movement logic happens at intervals
+				if (timer_elapsed(ball_timer) > GAME_TIMER[level_number]) {
+					for (int i=0; i<2; ++i) {
+						if (ball[i].on) {
+							// Ball movement
+							if (ball[i].up) {
+								if (ball[i].y > 0) {
+									--ball[i].y;
+									if (!ball[i].left) ++ball[i].x;
+								} else {
+									// Count reflections. If > 10, increase level
+									++bounce_count;
+									if (bounce_count >= 10) {
+										bounce_count = 0;
+										++level_number;
+									}
+									ball[i].on = false;
+								}
+							} else {
+								++ball[i].y;
+								if (ball[i].left) --ball[i].x;
+								if (ball[i].y > 4) {
+									// Remove a life if ball isn't returned and isn't enemy
+									if (!ball[i].enemy) {
+										hurt_paddle(); 
+										i = 2;
+									} else {
+										ball[i].on = false;
+									}
+								}
+							}
+						}
+					}
+					if (ball[0].y == 4 && !ball[1].on) {
+						init_ball(1);
+					}
+					if (ball[1].y == 4 && !ball[0].on) {
+						init_ball(0);
+					}
+					if (!ball[0].on && !ball[1].on) {
+						init_ball(0);
+					}
+					ball_timer = timer_read();
+				}
+				
+				// Other ball stuff
+				for (int i=0; i<2; ++i) {
+					if (ball[i].on) {
+						// Ball deflection logic
+						if (!ball[i].up && ball[i].y == 4 && (ball[i].x == paddle_pos || ball[i].x == paddle_pos - 1 || ball[i].x == paddle_pos + 1)) {
+							if (!ball[i].enemy) {
+								--ball[i].y;
+								if (!ball[i].left) { ++ball[i].x; }
+								ball[i].up = true;
+							} else {
+								hurt_paddle();
+								i = 2;
+							}
+						}
+
+						// Ball display
+						switch (ball[i].y) {
+							case 0:
+							if (ball[i].enemy) {
+								rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_RED);
+							} else {
+								rgb_matrix_set_color(GAME_R0[ball[i].x], RGB_WHITE);
+							}
+							break;
+
+							case 1:
+							if (ball[i].enemy) {
+								rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_RED);
+							} else {
+								rgb_matrix_set_color(GAME_R1[ball[i].x], RGB_WHITE);
+							}
+							break;
+
+							case 2:
+							if (ball[i].enemy) {
+								rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_RED);
+							} else {
+								rgb_matrix_set_color(GAME_R2[ball[i].x], RGB_WHITE);
+							}
+							break;
+
+							case 3:
+							if (ball[i].enemy) {
+								rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_RED);
+							} else {
+								rgb_matrix_set_color(GAME_R3[ball[i].x], RGB_WHITE);
+							}
+							break;
+
+							case 4:
+							if (ball[i].enemy) {
+								rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_RED);
+							} else {
+								rgb_matrix_set_color(GAME_R4[ball[i].x], RGB_WHITE);
+							}
+							break;
+						}
+					}
+				}				
+			}
+
+			
+			break;
+			
+			default:
+			fn_active = false;
+			if (game_start) {
+				// Reset lighting settings
+				game_start = false;
+				rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v);
+			}
+			break;			
+		}
+
+        if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) {
+			if (!caps_active) {
+				caps_active = true;
+				caps_flash_on = true;
+				caps_flasher = timer_read();
+			}
+			if (timer_elapsed(caps_flasher) > 500) {
+				caps_flasher = timer_read();
+				caps_flash_on = !caps_flash_on;
+			}
+
+            rgb_matrix_set_color(LED_CAPS, RGB_WHITE);
+            if (caps_flash_on) {
+				for (uint8_t i=0; i<sizeof(LED_SIDE_LEFT)/sizeof(LED_SIDE_LEFT[0]); i++) {
+					rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_RED);
+					rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_RED);
+				}
+			} else {
+				for (uint8_t i=0; i<sizeof(LED_SIDE_LEFT)/sizeof(LED_SIDE_LEFT[0]); i++) {
+					rgb_matrix_set_color(LED_SIDE_LEFT[i], 0, 0, 0);
+					rgb_matrix_set_color(LED_SIDE_RIGHT[i], 0, 0, 0);
+				}
+			}
+        } else {
+			caps_active = false;
+		}
+        if (IS_HOST_LED_ON(USB_LED_SCROLL_LOCK)) {
+            rgb_matrix_set_color(LED_F10,  RGB_WHITE);
+        }
+        if (keymap_config.no_gui) {
+            rgb_matrix_set_color(LED_LWIN, RGB_RED);  //light up Win key when disabled
+        }
+    }
+
+#endif
+
+void keyboard_post_init_user(void) {
+
+    #ifdef RGB_MATRIX_ENABLE
+       rgb_matrix_set_color_all(RGB_RED); // Default startup colour
+    #endif
+
+}

+ 46 - 0
keyboards/gmmk/pro/ansi/keymaps/paddlegame/paddlegame.h

@@ -0,0 +1,46 @@
+/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
+   Copyright 2021 Tomas Guinan
+
+This program is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program.  If not, see <http://www.gnu.org/licenses/>.
+*/
+
+
+const uint16_t GAME_TIMER[] = { 
+	400, 350, 300, 250, 400, 350, 300, 250, 225, 200, 175, 150
+};
+
+bool game_start = false;
+HSV last_hsv;
+static uint8_t paddle_pos_full;
+static uint8_t paddle_lives;
+static uint8_t level_number;
+static uint8_t bounce_count;
+static uint8_t damage_count;
+static uint16_t damage_timer;
+static uint16_t ball_timer;
+
+struct BallStruct
+{
+	uint8_t x;
+	uint8_t y;
+	bool on;
+	bool up;
+	bool left;
+	bool enemy;
+};
+	
+struct BallStruct ball[2];
+
+void init_ball(uint8_t i);
+void hurt_paddle(void);

+ 18 - 0
keyboards/gmmk/pro/ansi/keymaps/paddlegame/readme.md

@@ -0,0 +1,18 @@
+![GMMK Pro Paddle Game zLayout Image](https://i.imgur.com/RYcKyOj.png)
+
+# Paddle Game GMMK Pro layout by Tomas Guinan
+
+- Add Print Screen, Scroll Lock, Pause/Break, Insert to Fn layer
+- Toggle backlight using Fn+`
+	- If you don't like using a backlight but wnat to play the paddle game or
+	  use other RGB features, turn RGB on and set brightness to 0
+- Usable Fn layer keys are backlit
+- Implement Win key lock using Fn+Win like in Glorious Core firmware
+- Caps Lock and Scroll Lock keys light up white when active
+- Caps Lock has red flashing side lights like in Glorious Core firmware
+- Layer 2 includes Paddle Game, playable by pressing Fn+P
+	- Use rotary encoder to control paddle
+	- Contains 12 levels, indicated by blue LED on F row
+	- Player has 4 lives, indicated by nav cluster
+	- Deflect white balls while avoiding red ones
+	- Press Fn to quit game

+ 181 - 0
keyboards/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h

@@ -0,0 +1,181 @@
+/* Copyright 2021 Tomas Guinan
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program.  If not, see <http://www.gnu.org/licenses/>.
+ */
+
+
+#ifdef RGB_MATRIX_ENABLE
+
+	bool fn_active = false;
+	bool caps_active = false;
+	bool caps_flash_on = false;
+
+	static uint16_t caps_flasher = 0;
+	RGB rgb_value;
+
+    // RGB LED locations
+    enum led_location_map {
+        LED_ESC, // 0, ESC, k13
+        LED_GRV, // 1, ~, k16
+        LEB_TAB, // 2, Tab, k11
+        LED_CAPS, // 3, Caps, k21
+        LED_LSFT, // 4, Sh_L, k00
+        LED_LCTL, // 5, Ct_L, k06
+        LED_F1, // 6, F1, k26
+        LED_1, // 7, 1, k17
+        LED_Q, // 8, Q, k10
+        LED_A, // 9, A, k12
+        LED_Z, // 10, Z, k14
+        LED_LWIN, // 11, Win_L, k90
+        LED_F2, // 12, F2, k36
+        LED_2, // 13, 2, k27
+        LED_W, // 14, W, k20
+        LED_S, // 15, S, k22
+        LED_X, // 16, X, k24
+        LED_LALT, // 17, Alt_L, k93
+        LED_F3, // 18, F3, k31
+        LED_3, // 19, 3, k37
+        LED_E, // 20, E, k30
+        LED_D, // 21, D, k32
+        LED_C, // 22, C, k34
+        LED_F4, // 23, F4, k33
+        LED_4, // 24, 4, k47
+        LED_R, // 25, R, k40
+        LED_F, // 26, F, k42
+        LED_V, // 27, V, k44
+        LED_F5, // 28, F5, k07
+        LED_5, // 29, 5, k46
+        LED_T, // 30, T, k41
+        LED_G, // 31, G, k43
+        LED_B, // 32, B, k45
+        LED_SPC, // 33, SPACE, k94
+        LED_F6, // 34, F6, k63
+        LED_6, // 35, 6, k56
+        LED_Y, // 36, Y, k51
+        LED_H, // 37, H, k53
+        LED_N, // 38, N, k55
+        LED_F7, // 39, F7, k71
+        LED_7, // 40, 7, k57
+        LED_U, // 41, U, k50
+        LED_J, // 42, J, k52
+        LED_M, // 43, M, k54
+        LED_F8, // 44, F8, k76
+        LED_8, // 45, 8, k67
+        LED_I, // 46, I, k60
+        LED_K, // 47, K, k62
+        LED_COMM, // 48, ,, k64
+        LED_RALT, // 49, Alt_R, k95
+        LED_F9, // 50, F9, ka6
+        LED_9, // 51, 9, k77
+        LED_O, // 52, O, k70
+        LED_L, // 53, L, k72
+        LED_DOT, // 54, ., k74
+        LED_FN, // 55, FN, k92
+        LED_F10, // 56, F10, ka7
+        LED_0, // 57, 0, k87
+        LED_P, // 58, P, k80
+        LED_SCLN, // 59, ;, k82
+        LED_SLSH, // 60, ?, k85
+        LED_F11, // 61, F11, ka3
+        LED_MINS, // 62, -, k86
+        LED_LBRC, // 63, [, k81
+        LED_QUOT, // 64, ", k83
+        LED_RCTL, // 65, Ct_R, k04
+        LED_F12, // 66, F12, ka5
+        LED_L1, // 67, LED, l01
+        LED_R1, // 68, LED, l11
+        LED_DEL, // 69, Del, k97
+        LED_L2, // 70, LED, l02
+        LED_R2, // 71, LED, l12
+        LED_HOME, // 72, Home, k65
+        LED_L3, // 73, LED, l03
+        LED_R3, // 74, LED, l13
+        LED_PGUP, // 75, PgUp, k15
+        LED_L4, // 76, LED, l04
+        LED_R4, // 77, LED, l14
+        LED_EQL, // 78, =, k66
+        LED_RIGHT, // 79, Right, k05
+        LED_L5, // 80, LED, l05
+        LED_R5, // 81, LED, l15
+        LED_END, // 82, End, k75
+        LED_L6, // 83, LED, l06
+        LED_R6, // 84, LED, l16
+        LED_BSPC, // 85, BSpc, ka1
+        LED_PGDN, // 86, PgDn, k25
+        LED_L7, // 87, LED, l07
+        LED_R7, // 88, LED, l17
+        LED_RBRC, // 89, ], k61
+        LED_RSFT, // 90, Sh_R, k91
+        LED_L8, // 91, LED, l08
+        LED_R8, // 92, LED, l18
+        LED_BSLS, // 93, \, ka2
+        LED_UP, // 94, Up, k35
+        LED_LEFT, // 95, Left, k03
+        LED_ENT, // 96, Enter, ka4
+        LED_DOWN // 97, Down, k73
+    };
+
+    const uint8_t LED_RGB[] = { 
+		LED_MINS, LED_EQL, 
+		LED_LBRC, LED_RBRC, 
+		LED_SCLN, LED_QUOT, 
+		LED_HOME, LED_PGUP, LED_PGDN, LED_END, 
+		LED_UP, LED_DOWN, LED_LEFT, LED_RIGHT
+	};
+
+    const uint8_t LED_GREEN[] = { 
+		LED_F1, LED_F2, LED_F3, LED_F4,
+		LED_F5, LED_F6, LED_F7, LED_F8
+	};
+
+    const uint8_t LED_WHITE[] = { 
+		LED_F9, LED_F10, LED_F11, LED_DEL
+	};
+
+    const uint8_t LED_SIDE_LEFT[] = { LED_L1, LED_L2, LED_L3, LED_L4, LED_L5, LED_L6, LED_L7, LED_L8};
+
+    const uint8_t LED_SIDE_RIGHT[] = { LED_R1, LED_R2, LED_R3, LED_R4, LED_R5, LED_R6, LED_R7, LED_R8};
+	
+	// Breakout LED rules
+	
+	const uint8_t GAME_LIVES[] = { LED_HOME, LED_PGUP, LED_PGDN, LED_END };
+	const uint8_t GAME_PADDLE[] = {
+		LED_Z, LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT, LED_SLSH
+	};
+	const uint8_t GAME_SMILE1[] = {
+		LED_A, LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN, LED_QUOT
+	};
+	const uint8_t GAME_SMILE2[] = {
+		LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL
+	};
+	const uint8_t GAME_R4[] = {
+		LED_X, LED_C, LED_V, LED_B, LED_N, LED_M, LED_COMM, LED_DOT
+	};
+	const uint8_t GAME_R3[] = {
+		LED_S, LED_D, LED_F, LED_G, LED_H, LED_J, LED_K, LED_L, LED_SCLN
+	};
+	const uint8_t GAME_R2[] = {
+		LED_W, LED_E, LED_R, LED_T, LED_Y, LED_U, LED_I, LED_O, LED_P, LED_LBRC
+	};
+	const uint8_t GAME_R1[] = {
+		LED_2, LED_3, LED_4, LED_5, LED_6, LED_7, LED_8, LED_9, LED_0, LED_MINS, LED_EQL
+	};
+	const uint8_t GAME_R0[] = { 
+		LED_F1, LED_F2, LED_F3, LED_F4, LED_F5, LED_F6, LED_F7, LED_F8, LED_F9, LED_F10, LED_F11, LED_F12
+	};
+	
+    const uint8_t LED_GAME_OVER[] = { LED_5, LED_8, LED_F, LED_G, LED_H, LED_J, LED_C, LED_M };
+
+
+#endif

+ 4 - 0
keyboards/gmmk/pro/ansi/keymaps/paddlegame/rules.mk

@@ -0,0 +1,4 @@
+MOUSEKEY_ENABLE = no
+BOOTMAGIC_ENABLE = lite
+RGB_MATRIX_ENABLE = yes
+ENCODER_ENABLE = yes