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Merge remote-tracking branch 'upstream/master' into develop

Nick Brassel vor 2 Jahren
Ursprung
Commit
ea14a93718

+ 39 - 0
keyboards/ferris/keymaps/bruun-baer/config.h

@@ -0,0 +1,39 @@
+/*
+Copyright 2022 Alexander Bruun <alex@bruun.xyz>
+
+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
+// Set the mouse settings to a comfortable speed/accuracy trade-off,
+// assuming a screen refresh rate of 60 Htz or higher
+// The default is 50. This makes the mouse ~3 times faster and more accurate
+#define MOUSEKEY_INTERVAL 16
+// The default is 20. Since we made the mouse about 3 times faster with the previous setting,
+// give it more time to accelerate to max speed to retain precise control over short distances.
+#define MOUSEKEY_TIME_TO_MAX 40
+// The default is 300. Let's try and make this as low as possible while keeping the cursor responsive
+#define MOUSEKEY_DELAY 100
+// It makes sense to use the same delay for the mouseweel
+#define MOUSEKEY_WHEEL_DELAY 100
+// The default is 100
+#define MOUSEKEY_WHEEL_INTERVAL 50
+// The default is 40
+#define MOUSEKEY_WHEEL_TIME_TO_MAX 100
+
+// Pick good defaults for enabling homerow modifiers
+#define TAPPING_TERM 200
+#define PERMISSIVE_HOLD
+#define IGNORE_MOD_TAP_INTERRUPT
+#define TAPPING_FORCE_HOLD

+ 71 - 0
keyboards/ferris/keymaps/bruun-baer/keymap.json

@@ -0,0 +1,71 @@
+{
+    "version": 1,
+    "notes": "Personal keymap",
+    "documentation": "\"This file is a QMK Configurator export. You can import this at <https://config.qmk.fm>. It can also be used directly with QMK's source code.\n\nTo setup your QMK environment check out the tutorial: <https://docs.qmk.fm/#/newbs>\n\nYou can convert this file to a keymap.c using this command: `qmk json2c {keymap}`\n\nYou can compile this keymap using this command: `qmk compile {keymap}`\"\n",
+    "keyboard": "ferris/sweep",
+    "keymap": "bruun-baer",
+    "layout": "LAYOUT_split_3x5_2",
+    "layers": [
+        ["KC_Q"        , "KC_D"        , "KC_R"        , "KC_W"          , "KC_B",
+         "KC_J"        , "KC_F"        , "KC_U"        , "KC_P"          , "KC_QUOT",
+
+         "LGUI_T(KC_A)", "LALT_T(KC_S)", "LSFT_T(KC_H)", "LCTL_T(KC_T)"  , "KC_G",
+         "KC_Y"        , "LCTL_T(KC_N)", "LSFT_T(KC_E)", "LALT_T(KC_O)"  , "LGUI_T(KC_I)",
+
+         "KC_Z"        , "RALT_T(KC_X)", "KC_M"        , "KC_C"          , "KC_V",
+         "KC_K"        , "KC_L"        , "KC_COMM"     , "RALT_T(KC_DOT)", "KC_SLSH",
+
+         "LT(3,KC_SPC)", "LT(4,KC_TAB)",
+         "LT(2,KC_ENT)", "LT(1,KC_BSPC)"
+        ],
+        ["KC_LBRC"     , "KC_7"        , "KC_8"        , "KC_9"          , "KC_RBRC",
+         "KC_NO"       , "KC_NO"       , "KC_NO"       , "KC_NO"         , "KC_NO",
+
+         "KC_SCLN"     , "KC_4"        , "KC_5"        , "KC_6"          , "KC_EQL",
+         "KC_NO"       , "KC_LCTL"     , "KC_LSFT"     , "KC_LALT"       , "KC_LGUI",
+
+         "KC_GRV"      , "KC_1"        , "KC_2"        , "KC_3"          , "KC_BSLS",
+         "KC_NO"       , "KC_NO"       , "KC_NO"       , "KC_RALT"       , "KC_NO",
+
+         "KC_0"        , "KC_MINS",
+         "KC_NO"       , "KC_NO"
+        ],
+        ["KC_LCBR"     , "KC_AMPR"     , "KC_ASTR"     , "KC_LPRN"       , "KC_RCBR",
+         "KC_NO"       ,  "KC_NO"      , "KC_NO"       , "KC_NO"         , "KC_NO",
+
+         "KC_COLN"     , "KC_DLR"      , "KC_PERC"     , "KC_CIRC"       , "KC_PLUS",
+         "KC_NO"       , "KC_LCTL"     , "KC_LSFT"     , "KC_LALT"       , "KC_LGUI",
+
+         "KC_TILD"     , "KC_EXLM"     , "KC_AT"       , "KC_HASH"       , "KC_PIPE",
+         "KC_NO"       , "KC_NO"       , "KC_NO"       , "KC_RALT"       , "KC_NO",
+
+         "KC_RPRN"     , "KC_UNDS",
+         "KC_NO"       , "KC_NO"
+        ],
+        ["KC_F12"      , "KC_F7"       , "KC_F8"       , "KC_F9"         , "KC_PSCR",
+         "KC_AGIN"     , "KC_PSTE"     , "KC_COPY"     , "KC_CUT"        , "KC_UNDO",
+
+         "KC_F11"      , "KC_F4"       , "KC_F5"       , "KC_F6"         , "KC_SCRL",
+         "KC_CAPS"     , "KC_LEFT"     , "KC_DOWN"     , "KC_UP"         , "KC_RGHT",
+
+         "KC_F10"      , "KC_F1"       , "KC_F2"       , "KC_F3"         , "KC_PAUS",
+         "KC_INS"      , "KC_HOME"     , "KC_PGDN"     , "KC_PGUP"       , "KC_END",
+
+         "KC_NO"       , "KC_NO",
+         "KC_ESC"      , "KC_DEL"
+        ],
+        ["KC_NO"       , "KC_NO"       , "KC_NO"       , "KC_NO"         , "KC_NO",
+         "KC_MPLY"     , "KC_MPRV"     , "KC_VOLD"     , "KC_VOLU"       , "KC_MNXT",
+
+         "KC_LGUI"     , "KC_LALT"     , "KC_LSFT"     , "KC_LCTL"       , "KC_NO",
+         "KC_MUTE"     , "KC_MS_L"     , "KC_MS_D"     , "KC_MS_U"       , "KC_MS_R",
+
+         "KC_NO"       , "KC_RALT"     , "KC_NO"       , "KC_NO"         , "KC_NO",
+         "KC_BTN3"     , "KC_WH_L"     , "KC_WH_D"     , "KC_WH_U"       , "KC_WH_R",
+
+         "KC_NO"       , "KC_NO",
+         "KC_BTN1"     , "KC_BTN2"
+        ]
+    ],
+    "author": "@bruun-baer"
+}

+ 2 - 0
keyboards/ferris/keymaps/bruun-baer/readme.md

@@ -0,0 +1,2 @@
+Personal Ferris Sweep Keymap
+===============================================

+ 0 - 150
keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.c

@@ -1,150 +0,0 @@
-// Copyright 2021-2022 Google LLC
-//
-// Licensed under the Apache License, Version 2.0 (the "License");
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-//     https://www.apache.org/licenses/LICENSE-2.0
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an "AS IS" BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
-//
-// For full documentation, see
-// https://getreuer.info/posts/keyboards/caps-word
-
-#include "caps_word.h"
-
-static bool caps_word_active = false;
-
-#if CAPS_WORD_IDLE_TIMEOUT > 0
-#if CAPS_WORD_IDLE_TIMEOUT < 100 || CAPS_WORD_IDLE_TIMEOUT > 30000
-// Constrain timeout to a sensible range. With the 16-bit timer, the longest
-// representable timeout is 32768 ms, rounded here to 30000 ms = half a minute.
-#error "caps_word: CAPS_WORD_IDLE_TIMEOUT must be between 100 and 30000 ms"
-#endif
-
-static uint16_t idle_timer = 0;
-
-void caps_word_task(void) {
-  if (caps_word_active && timer_expired(timer_read(), idle_timer)) {
-    caps_word_set(false);
-  }
-}
-#endif  // CAPS_WORD_IDLE_TIMEOUT > 0
-
-bool process_caps_word(uint16_t keycode, keyrecord_t* record) {
-#ifndef NO_ACTION_ONESHOT
-  const uint8_t mods = get_mods() | get_oneshot_mods();
-#else
-  const uint8_t mods = get_mods();
-#endif  // NO_ACTION_ONESHOT
-
-  if (!caps_word_active) {
-    // Pressing both shift keys at the same time enables caps word.
-    if ((mods & MOD_MASK_SHIFT) == MOD_MASK_SHIFT) {
-      caps_word_set(true);  // Activate Caps Word.
-      return false;
-    }
-    return true;
-  } else {
-#if CAPS_WORD_IDLE_TIMEOUT > 0
-    idle_timer = record->event.time + CAPS_WORD_IDLE_TIMEOUT;
-#endif  // CAPS_WORD_IDLE_TIMEOUT > 0
-  }
-
-  if (!record->event.pressed) { return true; }
-
-  if (!(mods & ~MOD_MASK_SHIFT)) {
-    switch (keycode) {
-      // Ignore MO, TO, TG, TT, and OSL layer switch keys.
-      case QK_MOMENTARY ... QK_MOMENTARY_MAX:
-      case QK_TO ... QK_TO_MAX:
-      case QK_TOGGLE_LAYER ... QK_TOGGLE_LAYER_MAX:
-      case QK_LAYER_TAP_TOGGLE ... QK_LAYER_TAP_TOGGLE_MAX:
-      case QK_ONE_SHOT_LAYER ... QK_ONE_SHOT_LAYER_MAX:
-        return true;
-
-#ifndef NO_ACTION_TAPPING
-      case QK_MOD_TAP ... QK_MOD_TAP_MAX:
-        if (record->tap.count == 0) {
-          // Deactivate if a mod becomes active through holding a mod-tap key.
-          caps_word_set(false);
-          return true;
-        }
-        keycode &= 0xff;
-        break;
-
-#ifndef NO_ACTION_LAYER
-      case QK_LAYER_TAP ... QK_LAYER_TAP_MAX:
-#endif  // NO_ACTION_LAYER
-        if (record->tap.count == 0) { return true; }
-        keycode &= 0xff;
-        break;
-#endif  // NO_ACTION_TAPPING
-
-#ifdef SWAP_HANDS_ENABLE
-      case QK_SWAP_HANDS ... QK_SWAP_HANDS_MAX:
-        if (keycode > 0x56F0 || record->tap.count == 0) { return true; }
-        keycode &= 0xff;
-        break;
-#endif  // SWAP_HANDS_ENABLE
-    }
-
-    if (caps_word_press_user(keycode)) {
-      return true;
-    }
-  }
-
-  caps_word_set(false);  // Deactivate Caps Word.
-  return true;
-}
-
-void caps_word_set(bool active) {
-  if (active != caps_word_active) {
-    if (active) {
-      clear_mods();
-#ifndef NO_ACTION_ONESHOT
-      clear_oneshot_mods();
-#endif  // NO_ACTION_ONESHOT
-#if CAPS_WORD_IDLE_TIMEOUT > 0
-      idle_timer = timer_read() + CAPS_WORD_IDLE_TIMEOUT;
-#endif  // CAPS_WORD_IDLE_TIMEOUT > 0
-    } else if ((get_weak_mods() & MOD_BIT(KC_LSFT)) != 0) {
-      // If the weak shift mod is still on, turn it off and send an update to
-      // the host computer.
-      del_weak_mods(MOD_BIT(KC_LSFT));
-      send_keyboard_report();
-    }
-
-    caps_word_active = active;
-    caps_word_set_user(active);
-  }
-}
-
-bool caps_word_get(void) { return caps_word_active; }
-
-__attribute__((weak)) void caps_word_set_user(bool active) {}
-
-__attribute__((weak)) bool caps_word_press_user(uint16_t keycode) {
-  switch (keycode) {
-    // Keycodes that continue Caps Word, with shift applied.
-    case KC_A ... KC_Z:
-      add_weak_mods(MOD_BIT(KC_LSFT));  // Apply shift to the next key.
-      return true;
-
-    // Keycodes that continue Caps Word, without shifting.
-    case KC_1 ... KC_0:
-    case KC_BSPC:
-    case KC_MINS:
-    case KC_UNDS:
-      return true;
-
-    default:
-      return false;  // Deactivate Caps Word.
-  }
-}
-

+ 0 - 127
keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/caps_word.h

@@ -1,127 +0,0 @@
-// Copyright 2021-2022 Google LLC
-//
-// Licensed under the Apache License, Version 2.0 (the "License");
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-//     https://www.apache.org/licenses/LICENSE-2.0
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an "AS IS" BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
-//
-// Caps Word, activated by pressing both shift keys at the same time.
-//
-// This library implements "Caps Word", which is like conventional Caps Lock,
-// but automatically disables itself at the end of the word. This is useful for
-// typing all-caps identifiers like `MOD_MASK_ALT`.
-//
-// Caps Word is activated by pressing the left and right shift keys at the same
-// time. This way you don't need a dedicated key for using Caps Word. I've
-// tested that this works as expected with one-shot mods and Space Cadet Shift.
-// If your shift keys are mod-taps, activate Caps Word by holding both shift
-// mod-tap keys until the tapping term, release them, then begin typing.
-//
-// Optionally, Caps Word may be configured to deactivate if the keyboard is idle
-// for some time. This is useful to mitigate unintended shifting when you get
-// interrupted or switch to the mouse while Caps Word is active. In your
-// config.h, define `CAPS_WORD_IDLE_TIMEOUT` with a time in milliseconds:
-//
-//   #define CAPS_WORD_IDLE_TIMEOUT 5000  // Turn off Caps Word after 5 seconds.
-//
-// and in your keymap.c, define (or add to) `matrix_scan_user()` as
-//
-//   void matrix_scan_user(void) {
-//     caps_word_task();
-//     // Other tasks...
-//   }
-//
-// For full documentation, see
-// https://getreuer.info/posts/keyboards/caps-word
-
-#pragma once
-
-#include QMK_KEYBOARD_H
-
-// Call this function from `process_record_user()` to implement Caps Word.
-bool process_caps_word(uint16_t keycode, keyrecord_t* record);
-
-// If CAPS_WORD_IDLE_TIMEOUT is set, call `caps_word_task()` from
-// `matrix_scan_user()` as described above.
-//
-// If CAPS_WORD_IDLE_TIMEOUT isn't set, calling this function has no effect (but
-// will still compile).
-#if CAPS_WORD_IDLE_TIMEOUT > 0
-void caps_word_task(void);
-#else
-static inline void caps_word_task(void) {}
-#endif
-
-// Activates or deactivates Caps Word. For instance activate Caps Word with a
-// combo by defining a `COMBO_ACTION` that calls `caps_word_set(true)`:
-//
-// void process_combo_event(uint16_t combo_index, bool pressed) {
-//   switch(combo_index) {
-//     case CAPS_COMBO:
-//       if (pressed) {
-//         caps_word_set(true);  // Activate Caps Word.
-//       }
-//       break;
-//
-//     // Other combos...
-//   }
-// }
-void caps_word_set(bool active);
-
-// Returns whether Caps Word is currently active.
-bool caps_word_get(void);
-
-// An optional callback that gets called when Caps Word turns on or off. This is
-// useful to represent the current Caps Word state, e.g. by setting an LED or
-// playing a sound. In your keymap, define
-//
-//   void caps_word_set_user(bool active) {
-//     if (active) {
-//       // Do something when Caps Word activates.
-//     } else {
-//       // Do something when Caps Word deactivates.
-//     }
-//   }
-void caps_word_set_user(bool active);
-
-// An optional callback which is called on every key press while Caps Word is
-// active. When the key should be shifted (that is, a letter key), the callback
-// should call `add_weak_mods(MOD_BIT(KC_LSFT))` to shift the key. The callback
-// also determines whether the key should continue Caps Word. Returning true
-// continues the current "word", while returning false is "word breaking" and
-// deactivates Caps Word. The default callback is
-//
-//   bool caps_word_press_user(uint16_t keycode) {
-//     switch (keycode) {
-//       // Keycodes that continue Caps Word, with shift applied.
-//       case KC_A ... KC_Z:
-//         add_weak_mods(MOD_BIT(KC_LSFT));  // Apply shift to the next key.
-//         return true;
-//
-//       // Keycodes that continue Caps Word, without shifting.
-//       case KC_1 ... KC_0:
-//       case KC_BSPC:
-//       case KC_MINS:
-//       case KC_UNDS:
-//         return true;
-//
-//       default:
-//         return false;  // Deactivate Caps Word.
-//     }
-//   }
-//
-// To customize, copy the above function into your keymap and add/remove
-// keycodes to the above cases.
-//
-// NOTE: Outside of this callback, you can use `caps_word_set(false)` to
-// deactivate Caps Word.
-bool caps_word_press_user(uint16_t keycode);
-

+ 84 - 13
keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/config.h

@@ -1,5 +1,5 @@
 /* Copyright 2021 Jonavin Eng @Jonavin
-   Copyright 2022 gourdo1 <jcblake@outlook.com>
+   Copyright 2022 gourdo1 <gourdo1@outlook.com>
    
 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
@@ -17,10 +17,21 @@ along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
 #pragma once
 
+// Force n-key rollover
+#define FORCE_NKRO
+
+// Set TT to two taps
 #define TAPPING_TOGGLE 2
-// TT set to two taps
 
-/* Handle GRAVESC combo keys */
+#ifdef COMMAND_ENABLE
+#define IS_COMMAND() (get_mods() == MOD_MASK_CTRL) //debug commands accessed by holding down both CTRLs: https://github.com/qmk/qmk_firmware/blob/master/docs/feature_command.md
+#endif
+
+// Caps Word configuration
+#define BOTH_SHIFTS_TURNS_ON_CAPS_WORD
+#define CAPS_WORD_IDLE_TIMEOUT 10000      // Automatically turn off after x milliseconds of idle. 0 to never timeout.
+
+// Handle GRAVESC combo keys
 #define GRAVE_ESC_ALT_OVERRIDE
 // Always send Escape if Alt is pressed
 #define GRAVE_ESC_CTRL_OVERRIDE
@@ -31,19 +42,79 @@ along with this program.  If not, see <http://www.gnu.org/licenses/>.
 #define TAPPING_TERM_PER_KEY
 
 #ifdef RGB_MATRIX_ENABLE
-#define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_COLOR
-#define RGB_DISABLE_WHEN_USB_SUSPENDED
-#endif
+    #define RGB_DISABLE_WHEN_USB_SUSPENDED
+    #define RGB_MATRIX_KEYPRESSES            // Enables REACTIVE & SPLASH modes
+    #define RGB_MATRIX_FRAMEBUFFER_EFFECTS   // Enables Heatmap, Rain
+
+    // RGB step values
+    #define RGBLIGHT_HUE_STEP 32             // The number of steps to cycle through the hue by (default 10)
+    #define RGBLIGHT_SAT_STEP 17             // The number of steps to increment the saturation by (default 17)
+    #define RGBLIGHT_VAL_STEP 17             // The number of steps to increment the brightness by (default 17)
+
+    // Startup values, when none have been set
+    #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR)
+    #define RGB_MATRIX_STARTUP_HUE 24                         // Sets the default hue value, if none has been set
+    #define RGB_MATRIX_STARTUP_SAT 255                        // Sets the default saturation value, if none has been set
+    #define RGB_MATRIX_STARTUP_VAL 127                        // Sets the default brightness value, if none has been set
+    #define RGB_MATRIX_STARTUP_SPD 127                        // Sets the default animation speed, if none has been set
 
-// RGB step values
-#define RGBLIGHT_HUE_STEP 32 // The number of steps to cycle through the hue by (default 10)
-#define RGBLIGHT_SAT_STEP 17 // The number of steps to increment the saturation by (default 17)
-#define RGBLIGHT_VAL_STEP 17 // The number of steps to increment the brightness by (default 17)
+    // Uncomment any #undef line below to turn OFF any default enabled RGB background effect (enabled in keyboards/gmmk/pro/config.h).
+    #undef ENABLE_RGB_MATRIX_ALPHAS_MODS                      // Solid color (seems redundant; seems same as RGB_MATRIX_SOLID_COLOR?)
+    //#undef ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN               // Static, horizontal rainbow
+    //#undef ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT            // Static, vertical Rainbow
+    //#undef ENABLE_RGB_MATRIX_BREATHING                      // Breathing animation using selected HSV color
+    #undef ENABLE_RGB_MATRIX_BAND_SAT                         // Single hue band fading saturation scrolling left to right (with white)
+    //#undef ENABLE_RGB_MATRIX_BAND_VAL                       // Single hue band fading brightness scrolling left to right (with black)
+    #undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT                // Single hue 3 blade spinning pinwheel fades sat (with white)
+    //#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL              // Single hue 3 blade spinning pinwheel fades brightness (with black)
+    #undef ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT                  // Single hue spinning spiral fades brightness (with white)
+    //#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL                // Single hue spinning spiral fades brightness (with black)
+    //#undef ENABLE_RGB_MATRIX_CYCLE_ALL                      // Full keyboard cycling through rainbow
+    //#undef ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT               // Full gradient moving left to right
+    //#undef ENABLE_RGB_MATRIX_CYCLE_UP_DOWN                  // Full gradient scrolling top to bottom
+    #undef ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON           // Full gradient chevron scrolling left to right (too similar to cycle left right)
+    //#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN                   // Rainbow circles coming to center.
+    #undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL                // Two Rainbow circles coming to 1/3 and 2/3 points. (seems mostly redundant with above)
+    #undef ENABLE_RGB_MATRIX_CYCLE_PINWHEEL                   // Built-in cycling pinwheel (seems redundant with below)
+    //#undef ENABLE_RGB_MATRIX_CYCLE_SPIRAL                   // Full gradient spinning spiral around center of keyboard
+    #undef ENABLE_RGB_MATRIX_RAINBOW_BEACON                   // Spinning rainbow (more distracting transitions)
+    //#undef ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS              // Spinning rainbow (smoother)
+    #undef ENABLE_RGB_MATRIX_DUAL_BEACON                      // Two rainbows spinning around keyboard (distracting, busy)
+    #undef ENABLE_RGB_MATRIX_RAINDROPS                        // Sustained raindrops of blue, green, yellow (confusing to use with RGB layers)
+    //#undef ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS            // Sustained raindrops of blue, purple, pink, green (confusing to use with RGB layers, but slightly better than above)
+    #undef ENABLE_RGB_MATRIX_HUE_BREATHING                    // Hue shifts up a slight amount at the same time, then shifts back (very subtle)
+    #undef ENABLE_RGB_MATRIX_HUE_PENDULUM                     // Hue shifts up a slight amount in a wave to the right, then back to the left (very subtle)
+    #undef ENABLE_RGB_MATRIX_HUE_WAVE                         // Hue shifts up a slight amount and then back down in a wave to the right (very subtle)
+    //#undef ENABLE_RGB_MATRIX_PIXEL_RAIN                     // Non-sustained raindrops of pastel colors
+    #undef ENABLE_RGB_MATRIX_PIXEL_FLOW                       // More active version of pixel rain with quick cycling (unusable, very distracting)
+    #undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL                    // Same as Pixel Flow but with current HSV only (somewhat distracting)
+        //Only enabled if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
+    //#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP                 // Fading heatmap that follows keystrokes (has buggy side LEDs that glow red)
+    //#undef ENABLE_RGB_MATRIX_DIGITAL_RAIN                   // The Matrix (has buggy side LEDs that glow red)
+        //Only enabled if RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined
+    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE          // Key hits shown in current hue - all other keys black
+    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE                 // Keyboard lights up in chosen hue, key hits shown in complementary hue (try this as default?)
+    #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE              // Hue & value pulse around a single key hit then fades value out (Single key)
+    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE       // same as above but more intense (Multi-key)
+    #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS             // Column and Row single current color fade (Single key)
+    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS      // Column and Row single color fade. (Multi-key)
+    #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS             // Hue & value pulse away on the same column and row of key hit then fades (Single key)
+    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS      // Hue & value pulse away on the same column and row of multi-key hit then fades
+    //#undef ENABLE_RGB_MATRIX_SPLASH                         // Full rainbow pulses from key hit. All else black.
+    #undef ENABLE_RGB_MATRIX_MULTISPLASH                      // Full rainbow pulses from multi-keys. All else black. (distracting on multiple keystroke hits)
+    #undef ENABLE_RGB_MATRIX_SOLID_SPLASH                     // Single color pulses from key hit. All else black. (distracting on multiple key hits)
+    //#undef ENABLE_RGB_MATRIX_SOLID_MULTISPLASH              // Single color pulses from muli-keys. All else black.
+#endif //RGB_MATRIX_ENABLE
 
-// add fifth layer for colemak  -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable
+// Add a layer for colemak  -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable
 #if defined COLEMAK_LAYER_ENABLE
-#define DYNAMIC_KEYMAP_LAYER_COUNT 5
-#define _COLEMAK 4
+    #ifdef GAME_ENABLE
+        #define DYNAMIC_KEYMAP_LAYER_COUNT 6
+        #define _COLEMAK 5
+    #else
+        #define DYNAMIC_KEYMAP_LAYER_COUNT 5
+        #define _COLEMAK 4
+    #endif //GAME_ENABLE
 #endif // COLEMAK_LAYER_ENABLE
 
 /*

+ 400 - 55
keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/keymap.c

@@ -1,7 +1,7 @@
 /* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
    Copyright 2021 Jonavin Eng @Jonavin
-   Copyright 2022 gourdo1 <jcblake@outlook.com>
-   
+   Copyright 2022 gourdo1 <gourdo1@outlook.com>
+
 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
@@ -16,7 +16,7 @@ You should have received a copy of the GNU General Public License
 along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */
 
-// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in users/gourdo1/gourdo1.c
+// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in /users/gourdo1/gourdo1.c
 
 #include QMK_KEYBOARD_H
 
@@ -24,6 +24,10 @@ along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
 #include "gourdo1.h"
 
+#include "paddlegame.h"
+
+#include <math.h>
+
 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
 
     /* Base Layout
@@ -44,39 +48,60 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
      */
 
     [_BASE] = LAYOUT(
-        KC_ESCLYR, 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_HOME,          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_DEL,
+        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,  LEFTOFENC,        ENCFUNC,
+        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,          BELOWENC,
         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,
-        TT(_NUMPADMOUSE), 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_LSFTCAPSWIN,   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,
+        CAPSNUM, 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,
+        LSFTCAPSWIN,      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
      *
      * ,-------------------------------------------------------------------------------------------------------------.
-     * | Esc  ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause || ____ |
+     * | Esc  ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause ||Sleep |
      * |=============================================================================================================|
      * | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ |RGBTOD|RGBTOI| ________ ||RGBTOG|
      * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
-     * |  ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ | Reset || Home |
+     * |  ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ |QK_BOOT|| Home |
      * |---------+------+------+------+------+------+------+------+------+------+------+------+------+-------++------|
      * |  Capslock  |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | __________ || End  |
      * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
-     * |  __________  |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| ____ | ______ ||RGBMOD|| ____ |
+     * |  __________  |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| CAD  | ______ ||RGBMOD|| ____ |
      * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
      * |  ____  | WinKyLk |  ____  |               _____                  | ____ | ____ | ____ ||RGBSPD|RGBRMD|RGBSPI|
      * `------------------------------------------------------------------------------------------------------------'
      */
 
+    #ifdef GAME_ENABLE
+    [_FN1] = LAYOUT(
+        EE_CLR,  KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS,           KC_SLEP,
+        PRNCONF, TG_CAPS, TG_PAD,  TG_ESC,  TG_DEL,  TG_TDCAP,TG_ENC,  TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______,           RGB_TOG,
+        _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO,   _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R,  QK_BOOT,           KC_HOME,
+        KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL,   HOTMAIL, _______, _______, LOCKPC,  _______, _______,          _______,           KC_END,
+        _______,          RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM,  KC_CAD,           _______, RGB_MOD,  _______,
+        _______, WINLOCK, _______,                            _______,                            _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
+    ),
+
+    [_GAME] = LAYOUT(
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,          _______,
+        _______,          _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______, _______, _______,
+        _______, _______, _______,                            _______,                            _______, _______, _______, _______, _______, _______
+    ),
+
+    #else
     [_FN1] = LAYOUT(
-        EE_CLR, KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS,          _______,
-        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, RGB_TOD, RGB_TOI, _______,          RGB_TOG,
-        _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______,   YAHOO, _______, _______, OUTLOOK, KC_PAUS,  SWAP_L,  SWAP_R, RESET,            KC_HOME,
-        KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______,   GMAIL, HOTMAIL, _______, _______, _______, _______, _______,          _______,          KC_END,
-        _______,          RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______,  DOTCOM,  KC_CAD,          _______, RGB_MOD, _______,
+        EE_CLR,  KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS,           KC_SLEP,
+        PRNCONF, TG_CAPS, TG_PAD,  TG_ESC,  TG_DEL,  TG_TDCAP,TG_ENC,  TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______,           RGB_TOG,
+        _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO,   _______, _______, OUTLOOK, KC_PAUS, SWAP_L,  SWAP_R,  QK_BOOT,           KC_HOME,
+        KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL,   HOTMAIL, _______, _______, LOCKPC,  _______, _______,          _______,           KC_END,
+        _______,          RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM,  KC_CAD,           _______, RGB_MOD,  _______,
         _______, KC_WINLCK, _______,                          _______,                            _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
     ),
+    #endif  //GAME_ENABLE
 
     /* _NUMPADMOUSE Layout
      *  Note: A symbol preceded by "P" is a Numpad-encoded version of the key -- any app that differentiates will recognize the char as coming from a physical numpad.
@@ -101,7 +126,7 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
         _______, KC_PGUP, KC_UP,   KC_PGDN, KC_NO,   KC_NO,   KC_NO,   KC_P4,   KC_P5,   KC_P6,   KC_PPLS, _______, _______, _______,          KC_WH_U,
         _______, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO,   KC_NO,   KC_NO,   KC_P1,   KC_P2,   KC_P3,   KC_PAST, _______,          KC_PENT,          KC_WH_D,
         _______,          KC_NO,   _______, _______, _______, KC_NO,   KC_NO,   KC_P0,   KC_00,   KC_PDOT, KC_PSLS,          KC_BTN1, KC_MS_U, KC_BTN2,
-        _______, _______, _______,                            _______,                            _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
+        _______, _______, _______,                            KC_PENT,                            _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
     ),
 
     [_MOUSEKEY] = LAYOUT(
@@ -115,19 +140,19 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
 
     #ifdef COLEMAK_LAYER_ENABLE
     [_COLEMAK] = LAYOUT(
-        _______,  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_F1,   KC_F2,   KC_F3,   KC_F4,   KC_F5,   KC_F6,   KC_F7,   KC_F8,   KC_F9,   KC_F10,  KC_F11,  KC_F12,  _______,          _______,
+        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_TAB,  KC_Q,    KC_W,    KC_F,    KC_P,    KC_G,    KC_J,    KC_L,    KC_U,    KC_Y,    KC_SCLN, KC_LBRC, KC_RBRC, KC_BSLS,          KC_PGUP,
-        _______, KC_A, KC_R,    KC_S,    KC_T,    KC_D,    KC_H,    KC_N,    KC_E,    KC_I,    KC_O,    KC_QUOT,          KC_ENT,           KC_PGDN,
-        _______,   KC_Z,    KC_X,    KC_C,    KC_V,    KC_B,    KC_K,    KC_M,    KC_COMM, KC_DOT,  KC_SLSH,          KC_RSFT, KC_UP,   KC_END,
-        _______, _______, _______,                            KC_SPC,                             KC_RALT, _______,KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
-        ),
+        _______, KC_A,    KC_R,    KC_S,    KC_T,    KC_D,    KC_H,    KC_N,    KC_E,    KC_I,    KC_O,    KC_QUOT,          KC_ENT,           KC_PGDN,
+        _______,          KC_Z,    KC_X,    KC_C,    KC_V,    KC_B,    KC_K,    KC_M,    KC_COMM, KC_DOT,  KC_SLSH,          KC_RSFT, KC_UP,   KC_END,
+        _______, _______, _______,                            KC_SPC,                             KC_RALT, _______, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
+    ),
     #endif // COLEMAK_LAYER_ENABLE
 };
 
 #if defined(ENCODER_ENABLE) && !defined(ENCODER_DEFAULTACTIONS_ENABLE) // Encoder Functionality when not using userspace defaults
 void encoder_action_rgbhue(bool clockwise) {
-    if (clockwise)       
+    if (clockwise)
         rgblight_increase_hue_noeeprom();
     else
         rgblight_decrease_hue_noeeprom();
@@ -154,6 +179,18 @@ bool encoder_update_user(uint8_t index, bool clockwise) {
             timeout_update_threshold(clockwise);
             #endif
             break;
+            #ifdef GAME_ENABLE
+        case _GAME:
+            // 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;
+            #endif //GAME_ENABLE
         default:
             encoder_action_volume(clockwise); // Otherwise it just changes volume
             break;
@@ -165,6 +202,45 @@ bool encoder_update_user(uint8_t index, bool clockwise) {
 #endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE
 
 #ifdef RGB_MATRIX_ENABLE
+
+// Game logic
+#ifdef GAME_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;
+}
+#endif //GAME_ENABLE
+
 // Capslock, Scroll lock and Numlock indicator on Left side lights.
 void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
     if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF);
@@ -174,6 +250,7 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
         rgb_matrix_set_color(LED_L3, RGB_RED);
         rgb_matrix_set_color(LED_L4, RGB_RED);
         rgb_matrix_set_color(LED_TAB, RGB_RED);
+        rgb_matrix_set_color(LED_F12, RGB_RED);
     }
 
     // System NumLock warning indicator RGB setup
@@ -197,12 +274,19 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
 
     // CapsLock RGB setup
     if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) {
-        for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) {
-            rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE);
+        if (user_config.rgb_hilite_caps) {
+            for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) {
+                rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE);
+            }
+            rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
+        }
+        else {
+            rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
         }
-        rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
-        rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
-        rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
     }
 
     // Winkey disabled (gaming) mode RGB setup
@@ -239,9 +323,9 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
         rgb_matrix_set_color(LED_LALT, RGB_RED);
         rgb_matrix_set_color(LED_SPC, RGB_RED);
         rgb_matrix_set_color(LED_LWIN, RGB_RED);
-        rgb_matrix_set_color(LED_RALT, RGB_RED);
+        //rgb_matrix_set_color(LED_RALT, RGB_RED);
         rgb_matrix_set_color(LED_FN, RGB_OFFBLUE);
-        rgb_matrix_set_color(LED_RCTL, RGB_RED);
+        //rgb_matrix_set_color(LED_RCTL, RGB_RED);
         rgb_matrix_set_color(LED_BSLS, RGB_RED);
         rgb_matrix_set_color(LED_L1, RGB_RED);
         rgb_matrix_set_color(LED_L2, RGB_RED);
@@ -264,37 +348,90 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
         rgb_matrix_set_color(LED_R8, RGB_RED);
         rgb_matrix_set_color(LED_MINS, RGB_OFFBLUE);
         rgb_matrix_set_color(LED_EQL, RGB_OFFBLUE);
+        #ifdef GAME_ENABLE
+        rgb_matrix_set_color(LED_P, RGB_CHARTREUSE);
+        #else
+        rgb_matrix_set_color(LED_P, RGB_RED);
+        #endif // GAME_ENABLE
+
+        //Add RGB statuses for user.config toggles
+        if (user_config.rgb_hilite_caps) {
+        rgb_matrix_set_color(LED_1, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_1, RGB_PURPLE);
+        }
+        if (user_config.rgb_hilite_numpad) {
+        rgb_matrix_set_color(LED_2, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_2, RGB_PURPLE);
+        }
+        if (user_config.esc_double_tap_to_baselyr) {
+        rgb_matrix_set_color(LED_3, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_3, RGB_PURPLE);
+        }
+        if (user_config.del_right_home_top) {
+        rgb_matrix_set_color(LED_4, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_4, RGB_PURPLE);
+        }
+        if (user_config.double_tap_shift_for_capslock) {
+        rgb_matrix_set_color(LED_5, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_5, RGB_PURPLE);
+        }
+        if (user_config.encoder_press_mute_or_media) {
+        rgb_matrix_set_color(LED_6, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_6, RGB_PURPLE);
+        }
+        if (user_config.ins_on_shft_bkspc_or_del) {
+        rgb_matrix_set_color(LED_7, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_7, RGB_PURPLE);
+        }
+        if (user_config.disable_space_mods) {
+        rgb_matrix_set_color(LED_8, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_8, RGB_PURPLE);
+        }
 
         // Add RGB Timeout Indicator -- shows 0 to 139 using F row and num row; larger numbers using 16bit code
         uint16_t timeout_threshold = get_timeout_threshold();
-        if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_CYAN);
+        if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_BLUE);
         else if (timeout_threshold < 140) {
             rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold / 10)], RGB_CYAN);
-            rgb_matrix_set_color(LED_LIST_NUMROW[(timeout_threshold % 10)], RGB_CYAN);
+            rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold % 10)], RGB_BLUE);
         } else { // >= 140 minutes, just show these 3 lights
-            rgb_matrix_set_color(LED_LIST_NUMROW[10], RGB_CYAN);
-            rgb_matrix_set_color(LED_LIST_NUMROW[11], RGB_CYAN);
-            rgb_matrix_set_color(LED_LIST_NUMROW[12], RGB_CYAN);
+            rgb_matrix_set_color(LED_LIST_FUNCROW[10], RGB_CYAN);
+            rgb_matrix_set_color(LED_LIST_FUNCROW[11], RGB_CYAN);
+            rgb_matrix_set_color(LED_LIST_FUNCROW[12], RGB_CYAN);
         }
         break;
 
         // Numpad & Mouse Keys overlay RGB
     case _NUMPADMOUSE:
-        for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) {
-            rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE);
+        if (user_config.rgb_hilite_numpad) {
+            for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) {
+                rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE);
+            }
+            rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
+            rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
+            rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
+            rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_END, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE);
+        } else {
+            rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
+            rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
+            rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
         }
-        rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
-        rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
-        rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
-        rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE);
-        rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE);
-        rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE);
-        rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE);
-        rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE);
-        rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE);
-        rgb_matrix_set_color(LED_END, RGB_CHARTREUSE);
-        rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE);
-        rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE);
         break;
 
         // MOUSEKEYS mode RGB
@@ -308,19 +445,229 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
         rgb_matrix_set_color(LED_END, RGB_CYAN);
         rgb_matrix_set_color(LED_PGUP, RGB_OFFBLUE);
         rgb_matrix_set_color(LED_PGDN, RGB_OFFBLUE);
-
         break;
 
-    // Colemak layer RGB
-    #ifdef COLEMAK_LAYER_ENABLE
+        // Colemak layer RGB
+        #ifdef COLEMAK_LAYER_ENABLE
     case _COLEMAK:
         for (uint8_t i = 0; i < ARRAYSIZE(LED_SIDE_RIGHT); i++) {
             rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_MAGENTA);
             rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_MAGENTA);
         }
         break;
-    #endif
+        #endif
+
+        // Paddle game logic
+        #ifdef GAME_ENABLE
+    case _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);
+
+            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;
+        #endif //GAME_ENABLE
     default:
+        #ifdef GAME_ENABLE
+        if (game_start) {
+            // Reset lighting settings
+            game_start = false;
+            rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v);
+        }
+        #endif //GAME_ENABLE
         break;
     }
 }
@@ -329,8 +676,6 @@ void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
 void keyboard_post_init_keymap(void) {
     // keyboard_post_init_user() moved to userspace
     #ifdef RGB_MATRIX_ENABLE
-    rgb_matrix_mode_noeeprom(RGB_MATRIX_SOLID_COLOR);
-    rgb_matrix_sethsv_noeeprom(20, 255, 127); // Default startup color (Hue:amber Saturation:full Value(brightness):mid)
     activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle
     #endif
 }

+ 48 - 0
keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/paddlegame.h

@@ -0,0 +1,48 @@
+/* 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/>.
+*/
+
+#ifdef GAME_ENABLE
+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);
+
+#endif //GAME_ENABLE

+ 74 - 34
keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/readme.md

@@ -1,6 +1,6 @@
-# gourdo1's GMMK Pro ANSI layout
+# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro ANSI layout
 
-This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/ansi/keymaps/jonavin) GMMK Pro layout with several additions, modifications, a tweaked keymap, updated layers and expanded RGB controls.
+This Windows-centric ANSI layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/jonavin) GMMK Pro layout with many additions, fixes, a revamped keymap, persistent user customizations, updated layers, [Tomas Guinan's paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB effects and controls.
 
 ![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg)
 
@@ -8,26 +8,51 @@ This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_f
 
 ### Core Functionality
 
+* Quick & Easy Customization: Open a text editor and hit [FN]` (tilde key) to view toggle-able features. (added Jun 29, 2022)
 * [VIA](https://www.caniusevia.com/) support enabled (added Mar 16, 2022)
 * Most [default Glorious shortcuts](https://cdn.shopify.com/s/files/1/0549/2681/files/GMMK_Pro_User_Guide.pdf) enabled
-* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with FN+R
-* Gaming mode (FN + Win-key) locks out Win-key as well as double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming related keys
-* [Caps Word](https://getreuer.info/posts/keyboards/caps-word/index.html) enabled: To capitalize the next word only, press and release both left and right shift keys at the same time. (added Feb 25, 2022)
-* Multi-monitor app moving shortcuts: FN + [,] (square brackets) to move current app window to next monitor (added Apr 11, 2022)
-* Domain shortcuts: FN+.=".com", FN+O="outlook.com", FN+Y="yahoo.com", FN+H="hotmail.com", FN+G="gmail.com". (added Apr 7, 2022)
+* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with [FN]R
+* 1000Hz polling rate with 5ms debounce time for quick response in games
+* Mouse Keys! Don't want to move your hands off the keyboard or you didn't bring it with you? Use cursor keys to move the mouse
+* Overlay numpad on 789-UIOP-JKL;-M,. & Space-bar mapped to Enter key for rapid number entry
+* Gaming mode ([FN]Win-key) locks out Win-key and double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming keys
+* Caps Word enabled: To capitalize the next word only, press and release left and right shift at the same time. (added Feb 25, 2022)
+* Multi-monitor app moving shortcuts: [FN] ],[ (square brackets) to move current app window to next monitor (added Apr 11, 2022)
 * Capslock toggled by double tap of Left Shift key or FN + Capslock (RGB green highlighted)
-* Fn-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md)
+* Paddle game accessible via [FN]P. Hit [FN]P again or double tap [ESC] to exit (added May 5, 2022)
+* Single-handed shortcut for Ctrl-Alt-Delete: [FN]/ (added May 14, 2022)
+* Single-handed shortcut for WinKey-L (lock Windows): [FN]L (added May 17, 2022)
+* Domain shortcuts: [FN]. for .com, [FN]O for outlook.com, [FN]Y for yahoo.com, [FN]H for hotmail.com, [FN]G for gmail.com. (added Apr 7, 2022)
+* FN-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md)
 * Home key on F13, Del key right of Backspace
 * Insert accessible via Shift-Backspace (so shift delete still works in Windows Explorer)
-* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: Fn+F11, Fn+F12, Fn+F13
-* [Colemak](https://colemak.com/) key layout support (Layer accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple)
+* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: [FN]F11, [FN]F12, [FN]F13
+* [Colemak](https://colemak.com/) key layout support (Accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple)
 * Double tap ESC any time to revert to base layer (added Feb 26, 2022)
+* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes (updated May 24, 2022)
+* RGB backlight now remembers last color & effect settings after power down (updated May 24, 2022)
+
+### Quick & Easy Customization
+* Below features can be toggled by holding [FN] and pressing the number corresponding to that feature. Changes are saved to EEPROM for persistence.
+* Print current settings by opening a text editor and pressing [FN]~ (CAUTION: verbose!)
+* Quick view current settings by holding [FN] and viewing RGB under number keys (green means ON, violet means OFF)
+
+#### Toggle-able Settings:
+    1. CapsLock RGB - highlight under alpha keys
+    2. Numpad RGB - highlight under numpad layer keys
+    3. ESC key - Double tap ESC key to go to base layer
+    4. Swap DEL and HOME - Default is DEL to the right of BKSPC & HOME is above BKSPC
+    5. Capslock function - Toggle between double tap LShift for CapsLock with Numpad on CapsLock key (default) and standard CapsLock
+    6. Encoder button - default mutes volume; alternate plays/pauses media
+    7. Insert function - Toggle between SHIFT-BKSPC and SHIFT-DEL
+    8. Modded-Space override - Use standard Space in place of modded-Space functions
 
 ### Numpad + Mouse Keys (Capslock key)
 
 * Overlay numpad + [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) are accessed through Capslock key hold (temp) or double press (locked) with RGB highlighting
+* Numpad uses Space-bar as Enter for rapid number entry (added May 17, 2022)
 * This layer disables much of the keyboard, except X/C/V for cut/copy/paste, WASD for cursor, Q/E for PgUp/PgDn, cursor keys become mouse keys, surrounding keys become mouse buttons and all number keys become numpad versions (so Alt char codes work regardless of which set you use)
-* Fn & N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output (FN + N to toggle)
+* FN and N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output ([FN]N to toggle)
 * Double zero on comma key.
 * [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) allow you to use the mouse without taking your hand off the keyboard. (added Mar 15, 2022)
 * Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel
@@ -37,40 +62,54 @@ This Windows-centric layout is based on [Jonavin's](https://github.com/qmk/qmk_f
 
 * Default knob turn changes volume; button press toggles mute
 * Exponential encoder - quick repeated volume up doubles increase; quick repeated volume down triples decrease (added Feb 17, 2022)
-* FN knob turn changes RGB idle timeout
+* FN + knob turn changes RGB idle timeout
+* FN + knob push puts PC to Sleep (Added May 14, 2022)
 * holding Left Shift changes layers
 * holding Right Shift navigates page up/down
 * holding Left Ctrl navigates prev/next word
 * holding Right Ctrl changes RGB hue/color
 * holding Left Alt changes media prev/next track
 
+### Paddle Game
+
+* Based on [Tomas Guinan's excellent GMMK Pro paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame)
+* Paddle Game playable by pressing [FN]P (P lights up green in FN layer if game is enabled in firmware, otherwise it lights up red)
+* Use rotary encoder to control paddle
+* Contains 12 levels, indicated by blue LED on F-key row
+* Player has 4 lives, indicated by nav cluster
+* Deflect white balls while avoiding red ones
+* Use [FN]P, double tap ESC or otherwise change layer to quit game
+
 ### Global RGB Controls
 
-* RGB backlight lighting effect: FN + up/down
-* RGB backlight effect speed: FN + left/right
-* RGB backlight hue cycle: FN + A/D
-* RGB backlight brightness: FN + W/S
-* RGB backlight saturation: FN + Q/E (added Feb 4, 2022)
-* RGB backlight night mode toggle: FN + Z (indicators still work)
-* RGB backlight timeout: FN + Encoder or "-" and "=" (default 15 minutes) (updated Apr 7, 2022)
-    * indicators in FN layer using RGB in F-key and number rows to show the current timeout in minutes
-* RGB indicators on left side LEDs: Capslock (green), Scroll Lock (red), and Num Lock not set (orange) 
-* FN + Z to turn off RGB backlighting; press again to toggle
+* RGB backlight lighting effect: [FN]up/down
+* RGB backlight effect speed: [FN]left/right
+* RGB backlight hue cycle: [FN]A/D
+* RGB backlight brightness: [FN]W/S
+* RGB backlight saturation: [FN]Q/E (added Feb 4, 2022)
+* RGB backlight night mode toggle: [FN]Z (indicators still work)
+* RGB backlight timeout: [FN]Encoder or "-" and "=" (default 15 minutes) (updated June 28, 2022)
+    *  F-key row indicator lights (cyan and blue) in FN layer display the current backlight timeout in minutes
+* [FN]Z to turn off RGB backlighting (indicator lights still work); press again to toggle
+* Left side RGB indicators in order from top: System NumLock off (orange), Scroll Lock (red), Numpad (blue), Capslock (green).
 
 ### Advanced Controls
 
-* FN + \ to get to bootloader mode
-* FN + [ESC] to clear EEPROM (then unplug and re-plug) (added Apr 11, 2022)
-* FN + R to toggle N-key Rollover (added Apr 11, 2022)
+* [FN]\ to get to bootloader mode
+* [FN][ESC] to clear EEPROM (added Apr 11, 2022)
+* [FN]R to toggle N-key Rollover (added Apr 11, 2022)
+* [FN]/ is single-handed shortcut to Ctrl-Alt-Delete (added May 14, 2022)
+* [FN]L is single-handed shortcut to Win-L (lock Windows) (added May 17, 2022)
+* [FN][Encoder press] to sleep Windows PC (added May 14, 2022)
 
-Link to latest firmware binary: https://github.com/gourdo1/media/raw/main/gmmk_pro_ansi_gourdo1.bin
+Link to latest firmware binary: https://github.com/gourdo1/gmmkpro-media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin
 
-Link to cheatsheet: https://github.com/gourdo1/media/raw/main/GMMK_Pro_Cheatsheet.pdf
+Link to cheatsheet: https://github.com/gourdo1/gmmkpro-media/raw/main/GMMK_Pro_Cheatsheet.pdf
 
 
 ## rules.mk Options
 
-STARTUP_NUMLOCK_ON = yes             - turns on NUMLOCK by default
+STARTUP_NUMLOCK_ON = yes             - Turns on NUMLOCK by default
 
 ENCODER_DEFAULTACTIONS_ENABLE = yes  - Enabled default encoder functions
 
@@ -78,20 +117,21 @@ TD_LSFT_CAPSLOCK_ENABLE = yes        - This will enable double tap on Left Shift
 
 IDLE_TIMEOUT_ENABLE = yes            - Enables Timer functionality; for RGB idle timeouts that can be changed dynamically
 
-INVERT_NUMLOCK_INDICATOR             - inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with numpad keys, so should generally be off when numpad layer is active.
+INVERT_NUMLOCK_INDICATOR             - Inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with overlay numpad, so should  be off when numpad layer is active unless you have an external numpad.
 
-COLEMAK_LAYER_ENABLE = yes           - Enable optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer.
+COLEMAK_LAYER_ENABLE = yes           - Enables optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer.
 
+GAME_ENABLE ?= yes                   - Enables Paddle Game
 
 ## Layer Diagrams
 ### Base layer
-![image](https://raw.githubusercontent.com/gourdo1/media/main/base.png)
+![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/base.png)
 
-### Fn Layer
-![image](https://raw.githubusercontent.com/gourdo1/media/main/fn1.png)
+### FN Layer
+![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/fn1.png)
 
 ### Layer 2 (Numpad)
-![image](https://raw.githubusercontent.com/gourdo1/media/main/numpad.png)
+![image](https://raw.githubusercontent.com/gourdo1/gmmkpro-media/main/numpad.png)
 
 ### COLEMAK layer
 ![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png)

+ 126 - 3
keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rgb_matrix_map.h

@@ -1,5 +1,5 @@
 /* Copyright 2021 Jonavin Eng @Jonavin
-   Copyright 2022 gourdo1 <jcblake@outlook.com>
+   Copyright 2022 gourdo1 <gourdo1@outlook.com>
    
 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
@@ -16,6 +16,11 @@ along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */
 
 #ifdef RGB_MATRIX_ENABLE
+
+//Define variables for Game
+bool fn_active = false;
+RGB rgb_value;
+
 // Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h)
 #define RGB_GODSPEED 0x00, 0xE4, 0xFF     // color for matching keycaps
 #define RGB_NAUTILUS 0x00, 0xA4, 0xA9     // Nautilus Font colors
@@ -194,7 +199,7 @@ const uint8_t LED_LIST_NUMROW[] = {
 };
 
 const uint8_t LED_LIST_LETTERS[] = {
-    LED_1,
+/*    LED_1,
     LED_2,
     LED_3,
     LED_4,
@@ -203,7 +208,7 @@ const uint8_t LED_LIST_LETTERS[] = {
     LED_7,
     LED_8,
     LED_9,
-    LED_0,
+    LED_0, */
     LED_Q,
     LED_W,
     LED_E,
@@ -284,4 +289,122 @@ const uint8_t LED_SIDE_RIGHT[] = {
     LED_R8
 };
 
+#ifdef GAME_ENABLE
+// Game LED rules
+const uint8_t GAME_LIVES[] = {
+    LED_DEL,
+    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 //GAME_ENABLE
+
 #endif

+ 8 - 8
keyboards/gmmk/pro/rev1/ansi/keymaps/gourdo1/rules.mk

@@ -1,18 +1,18 @@
-SRC += caps_word.c
-
 LTO_ENABLE = yes               # link time optimization -- achieves a smaller compiled size
 CONSOLE_ENABLE = no
 COMMAND_ENABLE = no
-MOUSEKEY_ENABLE = yes
-
-VIA_ENABLE = yes
-TAP_DANCE_ENABLE = yes
 BOOTMAGIC_ENABLE = yes         # Enable Bootmagic Lite
+VIA_ENABLE = yes
 
-TD_LSFT_CAPSLOCK_ENABLE = yes
+MOUSEKEY_ENABLE = yes
+TAP_DANCE_ENABLE = yes
+CAPS_WORD_ENABLE = yes         # Enable built-in Caps Word functionality
 IDLE_TIMEOUT_ENABLE = yes
 STARTUP_NUMLOCK_ON = yes
 ENCODER_DEFAULTACTIONS_ENABLE = no
-
 COLEMAK_LAYER_ENABLE = yes     # Enable Colemak layer / set to no to disable
 INVERT_NUMLOCK_INDICATOR = yes
+GAME_ENABLE ?= yes             # Enable Paddle Game / set to no to disable
+ifeq ($(strip $(GAME_ENABLE)), yes)
+    OPT_DEFS += -DGAME_ENABLE
+endif

+ 146 - 0
keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/config.h

@@ -0,0 +1,146 @@
+/* Copyright 2021 Jonavin Eng @Jonavin
+   Copyright 2022 gourdo1 <gourdo1@outlook.com>
+   
+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
+
+// Force n-key rollover
+#define FORCE_NKRO
+
+// Set TT to two taps
+#define TAPPING_TOGGLE 2
+
+#ifdef COMMAND_ENABLE
+#define IS_COMMAND() (get_mods() == MOD_MASK_CTRL) //debug commands accessed by holding down both CTRLs: https://github.com/qmk/qmk_firmware/blob/master/docs/feature_command.md
+#endif
+
+// Caps Word configuration
+#define BOTH_SHIFTS_TURNS_ON_CAPS_WORD
+#define CAPS_WORD_IDLE_TIMEOUT 10000      // Automatically turn off after x milliseconds of idle. 0 to never timeout.
+
+// Handle GRAVESC combo keys
+#define GRAVE_ESC_ALT_OVERRIDE
+// Always send Escape if Alt is pressed
+#define GRAVE_ESC_CTRL_OVERRIDE
+// Always send Escape if Control is pressed
+
+// #define TAPPING_TERM 180
+#define TAPPING_TERM 300
+#define TAPPING_TERM_PER_KEY
+
+#ifdef RGB_MATRIX_ENABLE
+    #define RGB_DISABLE_WHEN_USB_SUSPENDED
+    #define RGB_MATRIX_KEYPRESSES            // Enables REACTIVE & SPLASH modes
+    #define RGB_MATRIX_FRAMEBUFFER_EFFECTS   // Enables Heatmap, Rain
+
+    // RGB step values
+    #define RGBLIGHT_HUE_STEP 32             // The number of steps to cycle through the hue by (default 10)
+    #define RGBLIGHT_SAT_STEP 17             // The number of steps to increment the saturation by (default 17)
+    #define RGBLIGHT_VAL_STEP 17             // The number of steps to increment the brightness by (default 17)
+
+    // Startup values, when none have been set
+    #define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_SOLID_REACTIVE // Sets the default effect mode, if none has been set (was RGB_MATRIX_SOLID_COLOR)
+    #define RGB_MATRIX_STARTUP_HUE 24                         // Sets the default hue value, if none has been set
+    #define RGB_MATRIX_STARTUP_SAT 255                        // Sets the default saturation value, if none has been set
+    #define RGB_MATRIX_STARTUP_VAL 127                        // Sets the default brightness value, if none has been set
+    #define RGB_MATRIX_STARTUP_SPD 127                        // Sets the default animation speed, if none has been set
+
+    // Uncomment any #undef line below to turn OFF any default enabled RGB background effect (enabled in keyboards/gmmk/pro/config.h).
+    #undef ENABLE_RGB_MATRIX_ALPHAS_MODS                      // Solid color (seems redundant; seems same as RGB_MATRIX_SOLID_COLOR?)
+    //#undef ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN               // Static, horizontal rainbow
+    //#undef ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT            // Static, vertical Rainbow
+    //#undef ENABLE_RGB_MATRIX_BREATHING                      // Breathing animation using selected HSV color
+    #undef ENABLE_RGB_MATRIX_BAND_SAT                         // Single hue band fading saturation scrolling left to right (with white)
+    //#undef ENABLE_RGB_MATRIX_BAND_VAL                       // Single hue band fading brightness scrolling left to right (with black)
+    #undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT                // Single hue 3 blade spinning pinwheel fades sat (with white)
+    //#undef ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL              // Single hue 3 blade spinning pinwheel fades brightness (with black)
+    #undef ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT                  // Single hue spinning spiral fades brightness (with white)
+    //#undef ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL                // Single hue spinning spiral fades brightness (with black)
+    //#undef ENABLE_RGB_MATRIX_CYCLE_ALL                      // Full keyboard cycling through rainbow
+    //#undef ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT               // Full gradient moving left to right
+    //#undef ENABLE_RGB_MATRIX_CYCLE_UP_DOWN                  // Full gradient scrolling top to bottom
+    #undef ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON           // Full gradient chevron scrolling left to right (too similar to cycle left right)
+    //#undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN                   // Rainbow circles coming to center.
+    #undef ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL                // Two Rainbow circles coming to 1/3 and 2/3 points. (seems mostly redundant with above)
+    #undef ENABLE_RGB_MATRIX_CYCLE_PINWHEEL                   // Built-in cycling pinwheel (seems redundant with below)
+    //#undef ENABLE_RGB_MATRIX_CYCLE_SPIRAL                   // Full gradient spinning spiral around center of keyboard
+    #undef ENABLE_RGB_MATRIX_RAINBOW_BEACON                   // Spinning rainbow (more distracting transitions)
+    //#undef ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS              // Spinning rainbow (smoother)
+    #undef ENABLE_RGB_MATRIX_DUAL_BEACON                      // Two rainbows spinning around keyboard (distracting, busy)
+    #undef ENABLE_RGB_MATRIX_RAINDROPS                        // Sustained raindrops of blue, green, yellow (confusing to use with RGB layers)
+    //#undef ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS            // Sustained raindrops of blue, purple, pink, green (confusing to use with RGB layers, but slightly better than above)
+    #undef ENABLE_RGB_MATRIX_HUE_BREATHING                    // Hue shifts up a slight amount at the same time, then shifts back (very subtle)
+    #undef ENABLE_RGB_MATRIX_HUE_PENDULUM                     // Hue shifts up a slight amount in a wave to the right, then back to the left (very subtle)
+    #undef ENABLE_RGB_MATRIX_HUE_WAVE                         // Hue shifts up a slight amount and then back down in a wave to the right (very subtle)
+    //#undef ENABLE_RGB_MATRIX_PIXEL_RAIN                     // Non-sustained raindrops of pastel colors
+    #undef ENABLE_RGB_MATRIX_PIXEL_FLOW                       // More active version of pixel rain with quick cycling (unusable, very distracting)
+    #undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL                    // Same as Pixel Flow but with current HSV only (somewhat distracting)
+        //Only enabled if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
+    //#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP                 // Fading heatmap that follows keystrokes (has buggy side LEDs that glow red)
+    //#undef ENABLE_RGB_MATRIX_DIGITAL_RAIN                   // The Matrix (has buggy side LEDs that glow red)
+        //Only enabled if RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined
+    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE          // Key hits shown in current hue - all other keys black
+    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE                 // Keyboard lights up in chosen hue, key hits shown in complementary hue (try this as default?)
+    #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE              // Hue & value pulse around a single key hit then fades value out (Single key)
+    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE       // same as above but more intense (Multi-key)
+    #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS             // Column and Row single current color fade (Single key)
+    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS      // Column and Row single color fade. (Multi-key)
+    #undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS             // Hue & value pulse away on the same column and row of key hit then fades (Single key)
+    //#undef ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS      // Hue & value pulse away on the same column and row of multi-key hit then fades
+    //#undef ENABLE_RGB_MATRIX_SPLASH                         // Full rainbow pulses from key hit. All else black.
+    #undef ENABLE_RGB_MATRIX_MULTISPLASH                      // Full rainbow pulses from multi-keys. All else black. (distracting on multiple keystroke hits)
+    #undef ENABLE_RGB_MATRIX_SOLID_SPLASH                     // Single color pulses from key hit. All else black. (distracting on multiple key hits)
+    //#undef ENABLE_RGB_MATRIX_SOLID_MULTISPLASH              // Single color pulses from muli-keys. All else black.
+#endif //RGB_MATRIX_ENABLE
+
+// Add a layer for colemak  -- set "COLEMAK_LAYER_ENABLE = yes" in rules.mk to enable
+#if defined COLEMAK_LAYER_ENABLE
+    #ifdef GAME_ENABLE
+        #define DYNAMIC_KEYMAP_LAYER_COUNT 6
+        #define _COLEMAK 5
+    #else
+        #define DYNAMIC_KEYMAP_LAYER_COUNT 5
+        #define _COLEMAK 4
+    #endif //GAME_ENABLE
+#endif // COLEMAK_LAYER_ENABLE
+
+/*
+// Mouse Keys Accelerated Mode Definitions
+#define MOUSEKEY_DELAY 3               // Delay between pressing a movement key and cursor movement (default: 10)
+#define MOUSEKEY_INTERVAL 13           // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement.
+#define MOUSEKEY_MOVE_DELTA 8          // Step size (default: 8)
+#define MOUSEKEY_MAX_SPEED 9           // Maximum cursor speed at which acceleration stops (default: 10)
+#define MOUSEKEY_TIME_TO_MAX 150       // Time until maximum cursor speed is reached (default: 30)
+#define MOUSEKEY_WHEEL_DELAY 0         // Delay between pressing a wheel key and wheel movement (default: 10)
+#define MOUSEKEY_WHEEL_INTERVAL 80     // Time between wheel movements (default: 80)
+#define MOUSEKEY_WHEEL_MAX_SPEED 8     // Maximum number of scroll steps per scroll action (default: 8)
+#define MOUSEKEY_WHEEL_TIME_TO_MAX 40  // Time until maximum scroll speed is reached (default: 40)
+*/
+
+// Mouse Keys Kinetic Mode Definitions
+#define MK_KINETIC_SPEED                        // Enable Kinetic mode:  Uses a quadratic curve on cursor speed to allow precise movements at the beginning and increases speed thereafter.
+#define MOUSEKEY_DELAY 3                        // Delay between pressing a movement key and cursor movement (default: 10)
+#define MOUSEKEY_INTERVAL 13                    // Time between cursor movements in milliseconds (default: 20); Try setting to 1000/monitor refresh for smooth movement.
+#define MOUSEKEY_MOVE_DELTA 5                   // Step size for accelerating from initial to base speed (default: 8)
+#define MOUSEKEY_MOVE_MAX 50                    // use instead of BASE SPEED to limit speed in Kinetic mode
+#define MOUSEKEY_INITIAL_SPEED 100              // Initial speed of the cursor in pixels per second (default: 100)
+//#define MOUSEKEY_BASE_SPEED 800               // (broken in QMK 0.16.0) Maximum cursor speed at which acceleration stops (default: 1000)
+#define MOUSEKEY_DECELERATED_SPEED 400          // Decelerated cursor speed (default: 400)
+#define MOUSEKEY_ACCELERATED_SPEED 2000         // Accelerated cursor speed (default: 3000)
+#define MOUSEKEY_WHEEL_INITIAL_MOVEMENTS 16     // Initial number of movements of the mouse wheel (default: 16)
+#define MOUSEKEY_WHEEL_BASE_MOVEMENTS 32        // Maximum number of movements at which acceleration stops (default: 32)
+#define MOUSEKEY_WHEEL_ACCELERATED_MOVEMENTS 48 // Accelerated wheel movements (default: 48)
+#define MOUSEKEY_WHEEL_DECELERATED_MOVEMENTS 8  // Decelerated wheel movements (default: 8)

+ 682 - 0
keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/keymap.c

@@ -0,0 +1,682 @@
+/* Copyright 2021 Glorious, LLC <salman@pcgamingrace.com>
+   Copyright 2021 Jonavin Eng @Jonavin
+   Copyright 2022 RustyBrakes (ISO conversion)
+   Copyright 2022 gourdo1 <gourdo1@outlook.com>
+   
+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/>.
+*/
+
+// Note: Several advanced functions referenced in this file (like Tap Dance functions) are defined in /users/gourdo1/gourdo1.c
+
+#include QMK_KEYBOARD_H
+
+#include "rgb_matrix_map.h"
+
+#include "gourdo1.h"
+
+#include "paddlegame.h"
+
+#include <math.h>
+
+const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+
+    /* Base Layout
+     *
+     * ,-------------------------------------------------------------------------------------------------------------.
+     * | Esc  ||  F1  |  F2  |  F3  |  F4  ||  F5  |  F6  |  F7  |  F8  ||  F9  | F10  | F11  | F12  || Home || Mute |
+     * |=============================================================================================================|
+     * | ISO  |  1 ! |  2 @ |  3 # |  4 $ |  5 % |  6 ^ |  7 & |  8 * |  9 ( |  0 ) |  - _ |  = + |  Backspc || Del  |
+     * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
+     * |   Tab   |  Q   |  W   |  E   |  R   |  T   |  Y   |  U   |  I   |  O   |  P   | [ }  | ] }  |       || PgUp |
+     * |---------+------+------+------+------+------+------+------+------+------+------+------+------+       ++------|
+     * |  Capslock  |  A   |  S   |  D   |  F  |  G   |  H   |  J   |  K   |  L   | ; :  | ' "  | ISO| Enter || PgDn |
+     * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
+     * | LShift | ISO |  Z   |  X   |  C   |  V   |  B   |  N   |  M   | , <  | . >  | / ?  | RShift ||  Up  || End  |
+     * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
+     * |  Ctrl  |   Win  |  LAlt  |               Space                  | RAlt |  Fn  | Ctrl || Left | Down | Rght |
+     * `------------------------------------------------------------------------------------------------------------'
+     */
+
+    [_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,  LEFTOFENC,        ENCFUNC,
+        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,          BELOWENC,
+        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_PGUP,
+        CAPSNUM, 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,           KC_PGDN,
+        LSFTCAPSWIN,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_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
+     *
+     * ,-------------------------------------------------------------------------------------------------------------.
+     * | Esc  ||MyCmp |WbHom | Calc |MdSel ||MdPrv |MdNxt |MdPly |MdStp ||VolDn |VolUp |PrScr |ScrLk ||Pause ||Sleep |
+     * |=============================================================================================================|
+     * | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ | ____ |RGBTOD|RGBTOI| ________ ||RGBTOG|
+     * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
+     * |  ______ |RGBSAD|RGBVAI|RGBSAI| NKRO | ____ |YAHOO | ____ | ____ |OUTLK |Pause | ____ | ____ |       || Home |
+     * |---------+------+------+------+------+------+------+------+------+------+------+------+------+       ++------|
+     * |  Capslock  |RGBHUD|RGBVAD|RGBHUI| ____|GMAIL |HTMAIL| ____ | ____ | ____ | ____ | ____ | ___ | ____ || End  |
+     * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
+     * |  ____ |RESET |RGBNIT| ____ | ____ | ____ | ____ |NumLk | ____ | ____ |DOTCOM| CAD  | ______ ||RGBMOD|| ____ |
+     * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
+     * |  ____  | WinKyLk |  ____  |               _____                  | ____ | ____ | ____ ||RGBSPD|RGBRMD|RGBSPI|
+     * `------------------------------------------------------------------------------------------------------------'
+     */
+
+    #ifdef GAME_ENABLE
+    [_FN1] = LAYOUT(
+        EE_CLR,  KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS,           KC_SLEP,
+        PRNCONF, TG_CAPS, TG_PAD,  TG_ESC,  TG_DEL,  TG_TDCAP,TG_ENC,  TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______,           RGB_TOG,
+        _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO,   _______, _______, OUTLOOK, TG(_GAME),SWAP_L, SWAP_R,                     KC_HOME,
+        KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL,   HOTMAIL, _______, _______, LOCKPC,  _______, _______, _______, _______,           KC_END,
+        _______, RESET,   RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM,  KC_CAD,           _______, RGB_MOD,  _______,
+        _______, WINLOCK, _______,                            _______,                            _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
+    ),
+
+    [_GAME] = LAYOUT(
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,                   _______,
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______, _______, _______,
+        _______, _______, _______,                            _______,                            _______, _______, _______, _______, _______, _______
+    ),
+
+    #else
+    [_FN1] = LAYOUT(
+        EE_CLR,  KC_MYCM, KC_WHOM, KC_CALC, KC_MSEL, KC_MPRV, KC_MNXT, KC_MPLY, KC_MSTP, KC_VOLD, KC_VOLU, KC_PSCR, KC_SLCK, KC_PAUS,           KC_SLEP,
+        PRNCONF, TG_CAPS, TG_PAD,  TG_ESC,  TG_DEL,  TG_TDCAP,TG_ENC,  TG_INS,TG_SPCMOD, _______, _______, RGB_TOD, RGB_TOI, _______,           RGB_TOG,
+        _______, RGB_SAD, RGB_VAI, RGB_SAI, NK_TOGG, _______, YAHOO,   _______, _______, OUTLOOK, KC_PAUS, SWAP_L,  SWAP_R,                     KC_HOME,
+        KC_CAPS, RGB_HUD, RGB_VAD, RGB_HUI, _______, GMAIL,   HOTMAIL, _______, _______, LOCKPC,  _______, _______, _______, _______,           KC_END,
+        _______, RESET,   RGB_NITE,_______, _______, _______, _______, KC_NLCK, _______, _______, DOTCOM,  KC_CAD,           _______, RGB_MOD,  _______,
+        _______, KC_WINLCK, _______,                          _______,                            _______, _______, _______, RGB_SPD, RGB_RMOD, RGB_SPI
+    ),
+    #endif  //GAME_ENABLE
+
+    /* _NUMPADMOUSE Layout
+     *  Note: A symbol preceded by "P" is a Numpad-encoded version of the key -- any app that differentiates will recognize the char as coming from a physical numpad.
+     * ,-------------------------------------------------------------------------------------------------------------.
+     * | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ | ____ | ____ | ____ || ____ || ____ |
+     * |=============================================================================================================|
+     * | ____ |  P1  |  P2  |  P3  |  P4  |  P5  |  P6  |  P7  |  P8  |  P9  |  P0  |  P-  |  P+  | ________ || ____ |
+     * |------+------+------+------+------+------+------+------+------+------+------+------+------+----------++------|
+     * |  ______ | PGUP |  Up  | PGDN | None | None | None |  P4  |  P5  |  P6  |  P+  | ____ | ____ |       || WhUp |
+     * |---------+------+------+------+------+------+------+------+------+------+------+------+------+       ++------|
+     * |  ________  | Left | Down | Rght | None| None | None |  P1  |  P2  |  P3  |  P*  | ___ | ___ |P-Enter|| WhDn |
+     * |------------+------+------+------+-----+------+------+------+------+------+------+------|----+========+------|
+     * |  __________  | None | ____ | ____ | ____ | None | None |   0  |  00  |  P.  |  P/  |  MBt1  ||MS_UP || MBt2 |
+     * |--------------+------+------+------+------+------+------+------+------+------+------+--+=====++------++======|
+     * |  ____  |  ____  |  ____  |               _____                  | ____ | ____ | MBt3 ||MS_LT |MS_DN |MS_RT |
+     * `------------------------------------------------------------------------------------------------------------'
+     */
+
+    [_NUMPADMOUSE] = LAYOUT(
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
+        _______, KC_P1,   KC_P2,   KC_P3,   KC_P4,   KC_P5,   KC_P6,   KC_P7,   KC_P8,   KC_P9,   KC_P0,   KC_PMNS, KC_PPLS, _______,          _______,
+        _______, KC_PGUP, KC_UP,   KC_PGDN, KC_NO,   KC_NO,   KC_NO,   KC_P4,   KC_P5,   KC_P6,   KC_PPLS, _______, _______,                   KC_WH_U,
+        _______, KC_LEFT, KC_DOWN, KC_RGHT, KC_NO,   KC_NO,   KC_NO,   KC_P1,   KC_P2,   KC_P3,   KC_PAST, _______, _______, KC_PENT,          KC_WH_D,
+        _______, _______, KC_NO,   _______, _______, _______, KC_NO,   KC_NO,   KC_P0,   KC_00,   KC_PDOT, KC_PSLS,          KC_BTN1, KC_MS_U, KC_BTN2,
+        _______, _______, _______,                            KC_PENT,                            _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
+    ),
+
+    [_MOUSEKEY] = LAYOUT(
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          _______,
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,                   KC_WH_U,
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          KC_WH_D,
+        _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______,          KC_BTN1, KC_MS_U, KC_BTN2,
+        _______, _______, _______,                            _______,                            _______, _______, KC_BTN3, KC_MS_L, KC_MS_D, KC_MS_R
+    ),
+
+    #ifdef COLEMAK_LAYER_ENABLE
+    [_COLEMAK] = LAYOUT(
+        _______, 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_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_TAB,  KC_Q,    KC_W,    KC_F,    KC_P,    KC_G,    KC_J,    KC_L,    KC_U,    KC_Y,    KC_SCLN, KC_LBRC, KC_RBRC,                   KC_PGUP,
+        _______, KC_A,    KC_R,    KC_S,    KC_T,    KC_D,    KC_H,    KC_N,    KC_E,    KC_I,    KC_O,    KC_QUOT, KC_NUHS, KC_ENT,           KC_PGDN,
+        _______, KC_NUBS, KC_Z,    KC_X,    KC_C,    KC_V,    KC_B,    KC_K,    KC_M,    KC_COMM, KC_DOT,  KC_SLSH,          KC_RSFT, KC_UP,   KC_END,
+        _______, _______, _______,                            KC_SPC,                             KC_RALT, _______, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
+    ),
+    #endif // COLEMAK_LAYER_ENABLE
+};
+
+#if defined(ENCODER_ENABLE) && !defined(ENCODER_DEFAULTACTIONS_ENABLE) // Encoder Functionality when not using userspace defaults
+void encoder_action_rgbhue(bool clockwise) {
+    if (clockwise)
+        rgblight_increase_hue_noeeprom();
+    else
+        rgblight_decrease_hue_noeeprom();
+}
+
+bool encoder_update_user(uint8_t index, bool clockwise) {
+    uint8_t mods_state = get_mods();
+    if (mods_state & MOD_BIT(KC_LSFT)) { // If you are holding L shift, encoder changes layers
+        encoder_action_layerchange(clockwise);
+    } else if (mods_state & MOD_BIT(KC_RSFT)) { // If you are holding R shift, Page up/dn
+        unregister_mods(MOD_BIT(KC_RSFT));
+        encoder_action_navpage(clockwise);
+        register_mods(MOD_BIT(KC_RSFT));
+    } else if (mods_state & MOD_BIT(KC_LCTL)) { // if holding Left Ctrl, navigate next/prev word
+        encoder_action_navword(clockwise);
+    } else if (mods_state & MOD_BIT(KC_RCTL)) { // if holding Right Ctrl, change rgb hue/colour
+        encoder_action_rgbhue(clockwise);
+    } else if (mods_state & MOD_BIT(KC_LALT)) { // if holding Left Alt, change media next/prev track
+        encoder_action_mediatrack(clockwise);
+    } else {
+        switch (get_highest_layer(layer_state)) {
+        case _FN1:
+            #ifdef IDLE_TIMEOUT_ENABLE
+            timeout_update_threshold(clockwise);
+            #endif
+            break;
+            #ifdef GAME_ENABLE
+        case _GAME:
+            // 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;
+            #endif //GAME_ENABLE
+        default:
+            encoder_action_volume(clockwise); // Otherwise it just changes volume
+            break;
+        }
+    }
+    //return true; //set to return false to counteract enabled encoder in pro.c
+    return false;
+}
+#endif // ENCODER_ENABLE && !ENCODER_DEFAULTACTIONS_ENABLE
+
+#ifdef RGB_MATRIX_ENABLE
+
+// Game logic
+#ifdef GAME_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;
+}
+#endif //GAME_ENABLE
+
+// Capslock, Scroll lock and Numlock indicator on Left side lights.
+void rgb_matrix_indicators_advanced_user(uint8_t led_min, uint8_t led_max) {
+    if (get_rgb_nightmode()) rgb_matrix_set_color_all(RGB_OFF);
+
+    // Scroll Lock RGB setup
+    if (IS_HOST_LED_ON(USB_LED_SCROLL_LOCK)) {
+        rgb_matrix_set_color(LED_L3, RGB_RED);
+        rgb_matrix_set_color(LED_L4, RGB_RED);
+        rgb_matrix_set_color(LED_TAB, RGB_RED);
+        rgb_matrix_set_color(LED_F12, RGB_RED);
+    }
+
+    // System NumLock warning indicator RGB setup
+    #ifdef INVERT_NUMLOCK_INDICATOR
+    if (!IS_HOST_LED_ON(USB_LED_NUM_LOCK)) { // on if NUM lock is OFF to bring attention to overlay numpad not functional when enabled
+        rgb_matrix_set_color(LED_GRV, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_L1, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_L2, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_N, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_FN, RGB_ORANGE2);
+    }
+    #else
+    if (IS_HOST_LED_ON(USB_LED_NUM_LOCK)) { // Normal, on if NUM lock is ON
+        rgb_matrix_set_color(LED_GRV, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_L1, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_L2, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_N, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_FN, RGB_ORANGE2);
+    }
+    #endif // INVERT_NUMLOCK_INDICATOR
+
+    // CapsLock RGB setup
+    if (IS_HOST_LED_ON(USB_LED_CAPS_LOCK)) {
+        if (user_config.rgb_hilite_caps) {
+            for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_LETTERS); i++) {
+                rgb_matrix_set_color(LED_LIST_LETTERS[i], RGB_CHARTREUSE);
+            }
+            rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
+        }
+        else {
+            rgb_matrix_set_color(LED_L7, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_L8, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_LSFT, RGB_CHARTREUSE);
+        }
+    }
+
+    // Winkey disabled (gaming) mode RGB setup
+    if (keymap_config.no_gui) {
+        rgb_matrix_set_color(LED_LWIN, RGB_RED); //light up Winkey red when disabled
+        rgb_matrix_set_color(LED_W, RGB_CHARTREUSE); //light up gaming keys with WSAD higlighted
+        rgb_matrix_set_color(LED_S, RGB_CHARTREUSE);
+        rgb_matrix_set_color(LED_A, RGB_CHARTREUSE);
+        rgb_matrix_set_color(LED_D, RGB_CHARTREUSE);
+        rgb_matrix_set_color(LED_Q, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_E, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_R, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_TAB, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_F, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_Z, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_X, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_C, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_V, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_SPC, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_LCTL, RGB_ORANGE2);
+        rgb_matrix_set_color(LED_LSFT, RGB_ORANGE2);
+    }
+
+    // Fn selector mode RGB setup
+    switch (get_highest_layer(layer_state)) { // special handling per layer
+    case _FN1: // on Fn layer select what the encoder does when pressed
+        rgb_matrix_set_color(LED_FN, RGB_RED); //FN key
+
+        //NEW RGB LIGHTING TO RING KEYBOARD ON FN LAYER ACTIVATION:
+        for (uint8_t j = 0; j < ARRAYSIZE(LED_LIST_FUNCROW); j++) {
+            rgb_matrix_set_color(LED_LIST_FUNCROW[j], RGB_RED);
+        }
+        rgb_matrix_set_color(LED_LCTL, RGB_RED);
+        rgb_matrix_set_color(LED_LALT, RGB_RED);
+        rgb_matrix_set_color(LED_SPC, RGB_RED);
+        rgb_matrix_set_color(LED_LWIN, RGB_RED);
+        //rgb_matrix_set_color(LED_RALT, RGB_RED);
+        rgb_matrix_set_color(LED_FN, RGB_OFFBLUE);
+        //rgb_matrix_set_color(LED_RCTL, RGB_RED);
+        rgb_matrix_set_color(LED_BSLS, RGB_RED);
+        rgb_matrix_set_color(LED_L1, RGB_RED);
+        rgb_matrix_set_color(LED_L2, RGB_RED);
+        rgb_matrix_set_color(LED_L3, RGB_RED);
+        rgb_matrix_set_color(LED_L4, RGB_RED);
+        rgb_matrix_set_color(LED_L5, RGB_RED);
+        rgb_matrix_set_color(LED_L6, RGB_RED);
+        rgb_matrix_set_color(LED_L7, RGB_RED);
+        rgb_matrix_set_color(LED_L8, RGB_RED);
+        rgb_matrix_set_color(LED_DOWN, RGB_RED);
+        rgb_matrix_set_color(LED_LEFT, RGB_RED);
+        rgb_matrix_set_color(LED_RIGHT, RGB_RED);
+        rgb_matrix_set_color(LED_R1, RGB_RED);
+        rgb_matrix_set_color(LED_R2, RGB_RED);
+        rgb_matrix_set_color(LED_R3, RGB_RED);
+        rgb_matrix_set_color(LED_R4, RGB_RED);
+        rgb_matrix_set_color(LED_R5, RGB_RED);
+        rgb_matrix_set_color(LED_R6, RGB_RED);
+        rgb_matrix_set_color(LED_R7, RGB_RED);
+        rgb_matrix_set_color(LED_R8, RGB_RED);
+        rgb_matrix_set_color(LED_MINS, RGB_OFFBLUE);
+        rgb_matrix_set_color(LED_EQL, RGB_OFFBLUE);
+        #ifdef GAME_ENABLE
+        rgb_matrix_set_color(LED_P, RGB_CHARTREUSE);
+        #else
+        rgb_matrix_set_color(LED_P, RGB_RED);
+        #endif // GAME_ENABLE
+
+        //Add RGB statuses for user.config toggles
+        if (user_config.rgb_hilite_caps) {
+        rgb_matrix_set_color(LED_1, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_1, RGB_PURPLE);
+        }
+        if (user_config.rgb_hilite_numpad) {
+        rgb_matrix_set_color(LED_2, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_2, RGB_PURPLE);
+        }
+        if (user_config.esc_double_tap_to_baselyr) {
+        rgb_matrix_set_color(LED_3, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_3, RGB_PURPLE);
+        }
+        if (user_config.del_right_home_top) {
+        rgb_matrix_set_color(LED_4, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_4, RGB_PURPLE);
+        }
+        if (user_config.double_tap_shift_for_capslock) {
+        rgb_matrix_set_color(LED_5, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_5, RGB_PURPLE);
+        }
+        if (user_config.encoder_press_mute_or_media) {
+        rgb_matrix_set_color(LED_6, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_6, RGB_PURPLE);
+        }
+        if (user_config.ins_on_shft_bkspc_or_del) {
+        rgb_matrix_set_color(LED_7, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_7, RGB_PURPLE);
+        }
+        if (user_config.disable_space_mods) {
+        rgb_matrix_set_color(LED_8, RGB_GREEN);
+        } else {
+        rgb_matrix_set_color(LED_8, RGB_PURPLE);
+        }
+
+        // Add RGB Timeout Indicator -- shows 0 to 139 using F row and num row; larger numbers using 16bit code
+        uint16_t timeout_threshold = get_timeout_threshold();
+        if (timeout_threshold <= 10) rgb_matrix_set_color(LED_LIST_FUNCROW[timeout_threshold], RGB_BLUE);
+        else if (timeout_threshold < 140) {
+            rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold / 10)], RGB_CYAN);
+            rgb_matrix_set_color(LED_LIST_FUNCROW[(timeout_threshold % 10)], RGB_BLUE);
+        } else { // >= 140 minutes, just show these 3 lights
+            rgb_matrix_set_color(LED_LIST_FUNCROW[10], RGB_CYAN);
+            rgb_matrix_set_color(LED_LIST_FUNCROW[11], RGB_CYAN);
+            rgb_matrix_set_color(LED_LIST_FUNCROW[12], RGB_CYAN);
+        }
+        break;
+
+        // Numpad & Mouse Keys overlay RGB
+    case _NUMPADMOUSE:
+        if (user_config.rgb_hilite_numpad) {
+            for (uint8_t i = 0; i < ARRAYSIZE(LED_LIST_NUMPAD); i++) {
+                rgb_matrix_set_color(LED_LIST_NUMPAD[i], RGB_OFFBLUE);
+            }
+            rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
+            rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
+            rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
+            rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_RCTL, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_RSFT, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_END, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_PGUP, RGB_CHARTREUSE);
+            rgb_matrix_set_color(LED_PGDN, RGB_CHARTREUSE);
+        } else {
+            rgb_matrix_set_color(LED_L5, RGB_OFFBLUE);
+            rgb_matrix_set_color(LED_L6, RGB_OFFBLUE);
+            rgb_matrix_set_color(LED_CAPS, RGB_OFFBLUE);
+        }
+        break;
+
+        // MOUSEKEYS mode RGB
+    case _MOUSEKEY:
+        rgb_matrix_set_color(LED_UP, RGB_CHARTREUSE);
+        rgb_matrix_set_color(LED_DOWN, RGB_CHARTREUSE);
+        rgb_matrix_set_color(LED_LEFT, RGB_CHARTREUSE);
+        rgb_matrix_set_color(LED_RIGHT, RGB_CHARTREUSE);
+        rgb_matrix_set_color(LED_RCTL, RGB_CYAN);
+        rgb_matrix_set_color(LED_RSFT, RGB_CYAN);
+        rgb_matrix_set_color(LED_END, RGB_CYAN);
+        rgb_matrix_set_color(LED_PGUP, RGB_OFFBLUE);
+        rgb_matrix_set_color(LED_PGDN, RGB_OFFBLUE);
+        break;
+
+        // Colemak layer RGB
+        #ifdef COLEMAK_LAYER_ENABLE
+    case _COLEMAK:
+        for (uint8_t i = 0; i < ARRAYSIZE(LED_SIDE_RIGHT); i++) {
+            rgb_matrix_set_color(LED_SIDE_RIGHT[i], RGB_MAGENTA);
+            rgb_matrix_set_color(LED_SIDE_LEFT[i], RGB_MAGENTA);
+        }
+        break;
+        #endif
+
+        // Paddle game logic
+        #ifdef GAME_ENABLE
+    case _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);
+
+            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;
+        #endif //GAME_ENABLE
+    default:
+        #ifdef GAME_ENABLE
+        if (game_start) {
+            // Reset lighting settings
+            game_start = false;
+            rgb_matrix_sethsv_noeeprom(last_hsv.h, last_hsv.s, last_hsv.v);
+        }
+        #endif //GAME_ENABLE
+        break;
+    }
+}
+#endif
+
+void keyboard_post_init_keymap(void) {
+    // keyboard_post_init_user() moved to userspace
+    #ifdef RGB_MATRIX_ENABLE
+    activate_rgb_nightmode(false); // Set to true if you want to startup in nightmode, otherwise use Fn + Z to toggle
+    #endif
+}

+ 48 - 0
keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/paddlegame.h

@@ -0,0 +1,48 @@
+/* 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/>.
+*/
+
+#ifdef GAME_ENABLE
+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);
+
+#endif //GAME_ENABLE

+ 122 - 0
keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/readme.md

@@ -0,0 +1,122 @@
+# [gourdo1's](mailto:gourdo1@outlook.com) GMMK Pro ISO layout
+
+This Windows-centric ISO layout is based on [Jonavin's](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/iso/keymaps/jonavin) GMMK Pro layout with several additions, fixes, a tweaked keymap, updated layers, [Tomas Guinan's paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame) and expanded RGB controls.
+
+![image](https://raw.githubusercontent.com/gourdo1/media/main/susuwatari.jpg)
+
+## Features:
+
+### Core Functionality
+
+* ISO layout (added July xx, 2022)
+* [VIA](https://www.caniusevia.com/) support enabled (added Mar 16, 2022)
+* Most [default Glorious shortcuts](https://cdn.shopify.com/s/files/1/0549/2681/files/GMMK_Pro_User_Guide.pdf) enabled
+* [N-key Rollover](https://en.wikipedia.org/wiki/Rollover_\(keyboard\)#n-key_rollover) (NKRO) -- toggled with Fn+R
+* 1000Hz polling rate with 5ms debounce time for quick response in games
+* Mouse Keys! Don't want to move your hands off the keyboard or you didn't bring it with you on the road? Use cursor keys to move the mouse.
+* Overlay numpad on 789-UIOP-JKL;-M,. & Space-bar mapped to Enter key for rapid number entry
+* Gaming mode (Fn+Win-key) locks out Win-key as well as double-tap Shift Capslock; Also RGB highlights WSAD and nearby gaming related keys
+* [Caps Word](https://getreuer.info/posts/keyboards/caps-word/index.html) enabled: To capitalize the next word only, press and release both left and right shift keys at the same time. (added Feb 25, 2022)
+* Multi-monitor app moving shortcuts: Fn+[,] (square brackets) to move current app window to next monitor (added Apr 11, 2022)
+* Capslock toggled by double tap of Left Shift key or Fn + Capslock (RGB green highlighted)
+* Paddle game accessible via Fn+P; Hit Fn+P again or double tap ESC to exit (added May 5, 2022)
+* Single-handed shortcut for Ctrl-Alt-Delete: Fn+/ (added May 14, 2022)
+* Single-handed shortcut for Win-L (lock Windows): Fn+L (added May 17, 2022)
+* Domain shortcuts: Fn+.=".com", Fn+O="outlook.com", Fn+Y="yahoo.com", Fn+H="hotmail.com", Fn+G="gmail.com". (added Apr 7, 2022)
+* Fn-Backslash for [Bootloader mode](https://github.com/qmk/qmk_firmware/blob/master/docs/newbs_flashing.md)
+* Home key on F13, Del key right of Backspace
+* Insert accessible via Shift-Backspace (so shift delete still works in Windows Explorer)
+* PrtScrn, Scroll Lock, Pause/Break are top right on the keyboard: Fn+F11, Fn+F12, Fn+F13
+* [Colemak](https://colemak.com/) key layout support (Layer accessible via Left Shift + turn Encoder clockwise until side LEDs light up purple)
+* Double tap ESC any time to revert to base layer (added Feb 26, 2022)
+* RGB backlight effects expanded to include framebuffer effects and reactive keypress modes (updated May 24, 2022)
+* RGB backlight now remembers last color & effect settings after power down (updated May 24, 2022)
+
+### Numpad + Mouse Keys (Capslock key)
+
+* Overlay numpad + [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) are accessed through Capslock key hold (temp) or double press (locked) with RGB highlighting
+* Numpad uses Space-bar as Enter for rapid number entry (added May 17, 2022)
+* This layer disables much of the keyboard, except X/C/V for cut/copy/paste, WASD for cursor, Q/E for PgUp/PgDn, cursor keys become mouse keys, surrounding keys become mouse buttons and all number keys become numpad versions (so Alt char codes work regardless of which set you use)
+* Fn and N keys light up orange if system numlock is off (inverted status), indicating numpad keys will not deliver expected output (Fn+N to toggle)
+* Double zero on comma key.
+* [Mouse Keys](https://github.com/qmk/qmk_firmware/blob/master/docs/feature_mouse_keys.md) allow you to use the mouse without taking your hand off the keyboard. (added Mar 15, 2022)
+* Mouse controls are: Cursor keys = move mouse; RShift = button1, End = button2, RCtrl = button3, PgUp/PgDn = Scroll wheel
+* Mouse Keys can also be accessed as a standalone layer by Left Shift-turning the Encoder until the cursor keys light up green
+
+### Encoder Functionality
+
+* Default knob turn changes volume; button press toggles mute
+* Exponential encoder - quick repeated volume up doubles increase; quick repeated volume down triples decrease (added Feb 17, 2022)
+* Fn + knob turn changes RGB idle timeout
+* Fn + knob push puts PC to Sleep (Added May 14, 2022)
+* holding Left Shift changes layers
+* holding Right Shift navigates page up/down
+* holding Left Ctrl navigates prev/next word
+* holding Right Ctrl changes RGB hue/color
+* holding Left Alt changes media prev/next track
+
+### Paddle Game
+
+* Based on [Tomas Guinan's excellent GMMK Pro paddle game](https://github.com/qmk/qmk_firmware/tree/master/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame)
+* Paddle Game playable by pressing Fn+P (P lights up green in Fn layer if game is enabled in firmware, otherwise it lights up red)
+* Use rotary encoder to control paddle
+* Contains 12 levels, indicated by blue LED on F-key row
+* Player has 4 lives, indicated by nav cluster
+* Deflect white balls while avoiding red ones
+* Use Fn+P, double tap ESC or otherwise change layer to quit game
+
+### Global RGB Controls
+
+* RGB backlight lighting effect: Fn+up/down
+* RGB backlight effect speed: Fn+left/right
+* RGB backlight hue cycle: Fn+A/D
+* RGB backlight brightness: Fn+W/S
+* RGB backlight saturation: Fn+Q/E (added Feb 4, 2022)
+* RGB backlight night mode toggle: Fn+Z (indicators still work)
+* RGB backlight timeout: Fn+Encoder or "-" and "=" (default 15 minutes) (updated Apr 7, 2022)
+    * indicators in Fn layer using RGB in F-key and number rows to show the current timeout in minutes
+* Fn+Z to turn off RGB backlighting (indicator lights still work); press again to toggle
+* RGB indicators on left side LEDs in order from top: System NumLock off (orange), Scroll Lock (red), Numpad (blue), Capslock (green).
+
+### Advanced Controls
+
+* Fn+\ to get to bootloader mode
+* Fn+[ESC] to clear EEPROM (then unplug and re-plug) (added Apr 11, 2022)
+* Fn+R to toggle N-key Rollover (added Apr 11, 2022)
+* Fn+/ is single-handed shortcut to Ctrl-Alt-Delete (added May 14, 2022)
+* Fn+L is single-handed shortcut to Win-L (lock Windows) (added May 17, 2022)
+* Fn+[Encoder press] to sleep Windows PC (added May 14, 2022)
+
+Link to latest firmware binary: https://github.com/gourdo1/media/raw/main/gmmk_pro_rev1_ansi_gourdo1.bin
+
+Link to cheatsheet: https://github.com/gourdo1/media/raw/main/GMMK_Pro_Cheatsheet.pdf
+
+
+## rules.mk Options
+
+STARTUP_NUMLOCK_ON = yes             - Turns on NUMLOCK by default
+
+ENCODER_DEFAULTACTIONS_ENABLE = yes  - Enabled default encoder functions
+
+TD_LSFT_CAPSLOCK_ENABLE = yes        - This will enable double tap on Left Shift to toggle CAPSLOCK when using KC_LSFTCAPS
+
+IDLE_TIMEOUT_ENABLE = yes            - Enables Timer functionality; for RGB idle timeouts that can be changed dynamically
+
+INVERT_NUMLOCK_INDICATOR             - Inverts the Numlock indicator, LED is on when numlock is off -- numlock interferes with overlay numpad, so should  be off when numpad layer is active unless you have an external numpad.
+
+COLEMAK_LAYER_ENABLE = yes           - Enables optional 5th layer for COLEMAK layout. Use Shift + encoder to enter 5th layer.
+
+GAME_ENABLE ?= yes                   - Enables Paddle Game
+
+## Layer Diagrams
+### Base layer
+![image](https://raw.githubusercontent.com/gourdo1/media/main/base.png)
+
+### Fn Layer
+![image](https://raw.githubusercontent.com/gourdo1/media/main/fn1.png)
+
+### Layer 2 (Numpad)
+![image](https://raw.githubusercontent.com/gourdo1/media/main/numpad.png)
+
+### COLEMAK layer
+![image](https://user-images.githubusercontent.com/71780717/131235050-980d2f54-2d23-4ae8-a83f-9fcdbe60d6cb.png)

+ 411 - 0
keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rgb_matrix_map.h

@@ -0,0 +1,411 @@
+/* Copyright 2021 Jonavin Eng @Jonavin
+   Copyright 2022 gourdo1 <gourdo1@outlook.com>
+   
+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
+
+//Define variables for Game
+bool fn_active = false;
+RGB rgb_value;
+
+// Custom GMMK Pro-specific RGB color customizations (defaults found in quantum/color.h)
+#define RGB_GODSPEED 0x00, 0xE4, 0xFF     // color for matching keycaps
+#define RGB_NAUTILUS 0x00, 0xA4, 0xA9     // Nautilus Font colors
+#define RGB_OFFBLUE 0x00, 0x80, 0xFF      // new color: blue with a hint of green
+#define RGB_DKRED 0x28, 0x00, 0x00        // new color: dark red
+#define RGB_ORANGE2 0xFF, 0x28, 0x00      // fix: reduced green from 80 to 28
+#define RGB_PURPLE2 0x80, 0x00, 0xFF      // fix: increased red from 7A to 80
+#define RGB_SPRINGGREEN2 0x00, 0xFF, 0x10 // fix: blue was 80, now 10
+#define RGB_YELLOW2 0xFF, 0xB0, 0x00      // fix: green was FF, now B0
+#define RGB_OFF RGB_BLACK
+
+// Added by gourdo1 for RGB testing
+//                Red   Green Blue          Expected  GMMK Pro result
+#define RGB_TEST1 0xFF, 0x00, 0x00   // Q - red       good!
+#define RGB_TEST2 0x0F, 0xFF, 0x00   // W - green     good!
+#define RGB_TEST3 0x00, 0x00, 0xFF   // E - blue      good!
+#define RGB_TEST4 0xFF, 0xB0, 0x00   // R - yellow    slightly green heavy - reduced green LED by quite a bit
+#define RGB_TEST5 0x00, 0xFF, 0xFF   // T - cyan      good!
+#define RGB_TEST6 0xFF, 0x00, 0xFF   // Y - magenta   very slightly blue heavy?
+#define RGB_TEST7 0xFF, 0x28, 0x00   // U - orange    very green heavy at default
+#define RGB_TEST8 0xFF, 0x00, 0x80   // I - pink      good!
+#define RGB_TEST9 0x80, 0xFF, 0x00   // O - chartreus good!
+#define RGB_TEST10 0x00, 0xFF, 0x10  // P - springgrn fixed: was too blue because green LED has blue in it already
+#define RGB_TEST11 0x00, 0x80, 0xFF  // A - grn blue  good!
+#define RGB_TEST12 0x80, 0x00, 0xFF  // S - purple    good!
+
+// RGB LED locations
+enum led_location_map {
+    LED_ESC, // 0, ESC, k13
+    LED_GRV, // 1, `, k16
+    LED_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_BSLS, // 67, \, k23
+    LED_L1, // 68, LED, l01
+    LED_R1, // 69, LED, l11
+    LED_PRT, // 70, Prt, k97
+    LED_L2, // 71, LED, l02
+    LED_R2, // 72, LED, l12
+    LED_DEL, // 73, Del, k65
+    LED_L3, // 74, LED, l03
+    LED_R3, // 75, LED, l13
+    LED_PGUP, // 76, PgUp, k15
+    LED_L4, // 77, LED, l04
+    LED_R4, // 78, LED, l14
+    LED_EQL, // 79, =, k66
+    LED_RIGHT, // 80, Right, k05
+    LED_L5, // 81, LED, l05
+    LED_R5, // 82, LED, l15
+    LED_END, // 83, End, k75
+    LED_L6, // 84, LED, l06
+    LED_R6, // 85, LED, l16
+    LED_BSPC, // 86, BSpc, ka1
+    LED_PGDN, // 87, PgDn, k25
+    LED_L7, // 88, LED, l07
+    LED_R7, // 89, LED, l17
+    LED_RBRC, // 90, ], k61
+    LED_RSFT, // 91, Sh_R, k91
+    LED_L8, // 92, LED, l08
+    LED_R8, // 93, LED, l18
+    LED_UP, // 94, Up, k35
+    LED_HASH, // 95, #, k84
+    LED_LEFT, // 96, Left, k03
+    LED_ENT, // 97, Enter, ka4
+    LED_DOWN // 98, Down, k73
+};
+
+const uint8_t LED_LIST_WASD[] = {
+    LED_W,
+    LED_A,
+    LED_S,
+    LED_D
+};
+
+const uint8_t LED_LIST_ARROWS[] = {
+    LED_LEFT,
+    LED_RIGHT,
+    LED_UP,
+    LED_DOWN
+};
+
+const uint8_t LED_LIST_FUNCROW[] = {
+    LED_ESC,
+    LED_F1,
+    LED_F2,
+    LED_F3,
+    LED_F4,
+    LED_F5,
+    LED_F6,
+    LED_F7,
+    LED_F8,
+    LED_F9,
+    LED_F10,
+    LED_F11,
+    LED_F12,
+    LED_PRT
+};
+
+const uint8_t LED_LIST_NUMROW[] = {
+    LED_GRV,
+    LED_1,
+    LED_2,
+    LED_3,
+    LED_4,
+    LED_5,
+    LED_6,
+    LED_7,
+    LED_8,
+    LED_9,
+    LED_0,
+    LED_MINS,
+    LED_EQL,
+    LED_BSPC,
+    LED_DEL
+};
+
+const uint8_t LED_LIST_LETTERS[] = {
+/*    LED_1,
+    LED_2,
+    LED_3,
+    LED_4,
+    LED_5,
+    LED_6,
+    LED_7,
+    LED_8,
+    LED_9,
+    LED_0, */
+    LED_Q,
+    LED_W,
+    LED_E,
+    LED_R,
+    LED_T,
+    LED_Y,
+    LED_U,
+    LED_I,
+    LED_O,
+    LED_P,
+    LED_A,
+    LED_S,
+    LED_D,
+    LED_F,
+    LED_G,
+    LED_H,
+    LED_J,
+    LED_K,
+    LED_L,
+    LED_Z,
+    LED_X,
+    LED_C,
+    LED_V,
+    LED_B,
+    LED_N,
+    LED_M
+};
+
+const uint8_t LED_LIST_NUMPAD[] = {
+    LED_1,
+    LED_2,
+    LED_3,
+    LED_4,
+    LED_5,
+    LED_6,
+    LED_7,
+    LED_8,
+    LED_9,
+    LED_0,
+    LED_MINS,
+    LED_EQL,
+    LED_U,
+    LED_I,
+    LED_O,
+    LED_P,
+    LED_J,
+    LED_K,
+    LED_L,
+    LED_SCLN,
+    LED_ENT,
+    LED_M,
+    LED_COMM,
+    LED_DOT,
+    LED_SLSH,
+    LED_END,
+    LED_RIGHT
+};
+
+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
+};
+
+#ifdef GAME_ENABLE
+// Game LED rules
+const uint8_t GAME_LIVES[] = {
+    LED_DEL,
+    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 //GAME_ENABLE
+
+#endif

+ 22 - 0
keyboards/gmmk/pro/rev1/iso/keymaps/gourdo1/rules.mk

@@ -0,0 +1,22 @@
+LTO_ENABLE = yes               # link time optimization -- achieves a smaller compiled size
+CONSOLE_ENABLE = no
+COMMAND_ENABLE = no
+MOUSEKEY_ENABLE = yes
+
+VIA_ENABLE = yes
+TAP_DANCE_ENABLE = yes
+BOOTMAGIC_ENABLE = yes         # Enable Bootmagic Lite
+CAPS_WORD_ENABLE = yes         # Enable built-in Caps Word functionality
+
+TD_LSFT_CAPSLOCK_ENABLE = yes
+IDLE_TIMEOUT_ENABLE = yes
+STARTUP_NUMLOCK_ON = yes
+ENCODER_DEFAULTACTIONS_ENABLE = no
+
+COLEMAK_LAYER_ENABLE = yes     # Enable Colemak layer / set to no to disable
+INVERT_NUMLOCK_INDICATOR = yes
+
+GAME_ENABLE ?= yes             # Enable Paddle Game / set to no to disable
+ifeq ($(strip $(GAME_ENABLE)), yes)
+    OPT_DEFS += -DGAME_ENABLE
+endif

+ 73 - 0
users/gourdo1/custom_double_taps.h

@@ -0,0 +1,73 @@
+// Copyright 2022 Google LLC
+// SPDX-License-Identifier: Apache-2.0
+
+#pragma once
+
+#include "gourdo1.h"
+
+static bool process_capsnum(uint16_t keycode, keyrecord_t * record) {
+    static bool toggled = false;
+    static bool tapped = false;
+    static uint16_t tap_timer = 0;
+
+    if (keycode == CAPSNUM) {
+        if (user_config.double_tap_shift_for_capslock) {
+            // Act as TT(_NUMPADMOUSE)
+            if (record -> event.pressed) { // CAPSNUM key was pressed
+                // Check whether the key was recently tapped
+                if (tapped && !timer_expired(record -> event.time, tap_timer)) {
+                    // This is a double tap (or possibly a triple tap or more)
+                    // Toggle the layer on.
+                    toggled = true;
+                } else if (toggled) {
+                    // Otherwise if currently toggled, turn it off
+                    toggled = false;
+                    tapped = false;
+                    layer_off(_NUMPADMOUSE);
+                }
+                // Set that the first tap occurred in a potential double tap
+                tapped = true;
+                tap_timer = record -> event.time + TAPPING_TERM;
+                layer_on(_NUMPADMOUSE);
+            } else if (!toggled) {
+                // If not currently toggled, turn off on key release
+                layer_off(_NUMPADMOUSE);
+                return false;
+            }
+        } else { // When double_tap_shift_for_capslock == false
+            // Act as KC_CAPS
+            if (record -> event.pressed) {
+                register_code(KC_CAPS);
+            } else {
+                unregister_code(KC_CAPS);
+            }
+        }
+        return false;
+    } else {
+        // On an event with any other key, reset the double tap state
+        tapped = false;
+    }
+    return true;
+}
+
+static bool process_esc_to_base(uint16_t keycode, keyrecord_t * record) {
+    static bool tapped = false;
+    static uint16_t tap_timer = 0;
+
+    if (keycode == KC_ESC) {
+        if (user_config.esc_double_tap_to_baselyr) {
+            if (record -> event.pressed) {
+                if (tapped && !timer_expired(record -> event.time, tap_timer)) {
+                    // The key was double tapped.
+                    layer_clear();
+                }
+                tapped = true;
+                tap_timer = record -> event.time + TAPPING_TERM;
+            }
+        }
+    } else {
+        // On an event with any other key, reset the double tap state.
+        tapped = false;
+    }
+    return true;
+}

+ 383 - 185
users/gourdo1/gourdo1.c

@@ -1,6 +1,6 @@
 /* Copyright 2021 Jonavin Eng @Jonavin
-   Copyright 2022 gourdo1 <jcblake@outlook.com>
-   
+   Copyright 2022 gourdo1 <gourdo1@outlook.com>
+
 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
@@ -19,35 +19,35 @@ along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
 #include "gourdo1.h"
 
-#include "caps_word.h"
+#include "custom_double_taps.h"
 
-#ifdef TD_LSFT_CAPSLOCK_ENABLE
-// Tap once for shift, twice for Caps Lock but only if Win Key in not disabled
+// Tap once for shift, twice for Caps Lock but only if Win Key is not disabled (also disabled by user.config variable)
 void dance_LSFT_each_tap(qk_tap_dance_state_t * state, void * user_data) {
-    if (state -> count == 1 || keymap_config.no_gui) {
-        register_code16(KC_LSFT);
+    if (user_config.double_tap_shift_for_capslock) {
+        if (state -> count == 1 || keymap_config.no_gui) {
+            register_code(KC_LSFT);
+        } else {
+            register_code(KC_CAPS);
+        }
     } else {
-        register_code(KC_CAPS);
+        register_code(KC_LSFT);
     }
 }
 
 void dance_LSFT_reset(qk_tap_dance_state_t * state, void * user_data) {
     if (state -> count == 1 || keymap_config.no_gui) {
-        unregister_code16(KC_LSFT);
+        unregister_code(KC_LSFT);
     } else {
         unregister_code(KC_CAPS);
-        unregister_code16(KC_LSFT);
+        unregister_code(KC_LSFT);
     }
 }
+
 // Tap Dance definitions
 qk_tap_dance_action_t tap_dance_actions[] = {
     // Tap once for shift, twice for Caps Lock
-    [TD_LSFT_CAPSLOCK] = ACTION_TAP_DANCE_DOUBLE(KC_LSFT, KC_CAPS),
-    [TD_LSFT_CAPS_WIN] = ACTION_TAP_DANCE_FN_ADVANCED(dance_LSFT_each_tap, NULL, dance_LSFT_reset),
-    // Tap once for Escape, twice to reset to base layer
-    [TD_ESC_BASELYR] = ACTION_TAP_DANCE_LAYER_MOVE(KC_ESC, _BASE),
+    [TD_LSFT_CAPS_WIN] = ACTION_TAP_DANCE_FN_ADVANCED(dance_LSFT_each_tap, NULL, dance_LSFT_reset)
 };
-#endif // TD_LSFT_CAPSLOCK_ENABLE
 
 // RGB NIGHT MODE
 #ifdef RGB_MATRIX_ENABLE
@@ -126,209 +126,373 @@ __attribute__((weak)) bool process_record_keymap(uint16_t keycode, keyrecord_t *
 
 bool process_record_user(uint16_t keycode, keyrecord_t * record) {
     mod_state = get_mods();
-    if (!process_record_keymap(keycode, record)) {
-        return false;
-    }
-
-    if (!process_caps_word(keycode, record)) {
-        return false;
-    }
+    if (!process_record_keymap(keycode, record)) { return false; }
+    if (!process_capsnum(keycode, record)) { return false; }
+    if (!process_esc_to_base(keycode, record)) { return false; }
 
-    // Your macros ...
+    // Key macros ...
     switch (keycode) {
 
-    // DotCom domain macros
+        // User configuration toggles
+    case PRNCONF:  // Print verbose status of all user_config toggles (open a text editor before engaging!!)
+        if (record->event.pressed) {
+            //send_string("Left bracket with alt numcodes "SS_LALT(SS_TAP(X_KP_0) SS_TAP(X_KP_0) SS_TAP(X_KP_9) SS_TAP(X_KP_1))"\n");
+            send_string("\n\x2D\x2D\x2D\x2D\x2D\x2D\x2D\x2D\x2D\x3C\x3C\x3C\x3C\x3C\x3C\x3C\x3C\x3C");
+            send_string(" gourdo1\x27s GMMK Pro User Settings ");
+            send_string("\x3E\x3E\x3E\x3E\x3E\x3E\x3E\x3E\x3E\x2D\x2D\x2D\x2D\x2D\x2D\x2D\x2D\x2D\n");
+            send_string("Hold \x5B \bFn\x5D and the number corresponding to a setting below to toggle.\n");
+            send_string("Re-print this screen with \x5B \bFn\x5D \x5B`\x5D to see your changes reflected.\n");
+            send_string("Config also visible as RGB under number keys by holding \x5B \bFn\x5D.\n");
+            send_string("\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d");
+            send_string("\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d");
+            send_string("\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d");
+            send_string("\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\x3d\n");
+            send_string("1. CapsLock RGB highlight alpha keys................ ");
+            if (user_config.rgb_hilite_caps) {
+                send_string("\x5BON\x5D\n");
+            } else {
+                send_string("\x5BOFF\x5D\n");
+            }
+            send_string("2. Numpad RGB highlight layer keys.................. ");
+            if (user_config.rgb_hilite_numpad) {
+                send_string("\x5BON\x5D\n");
+            } else {
+                send_string("\x5BOFF\x5D\n");
+            }
+            send_string("3. Double tap ESC to revert to BASE layer........... ");
+            if (user_config.esc_double_tap_to_baselyr) {
+                send_string("\x5BON\x5D\n");
+            } else {
+                send_string("\x5BOFF\x5D\n");
+            }
+            send_string("4. DEL \x26 HOME key locations......................... ");
+            if (user_config.del_right_home_top) {
+                send_string("\x5BHOME on F13\x3B DEL right of BKSPC\x5D\n");
+            } else {
+                send_string("\x5B \bDEL on F13\x3B HOME right of BKSPC\x5D\n");
+            }
+            send_string("5. Numpad on CapsLock\x3B double tap LSHIFT for Caps... ");
+            if (user_config.double_tap_shift_for_capslock) {
+                send_string("\x5BON\x5D\n");
+            } else {
+                send_string("\x5BOFF\x5D\n");
+            }
+            send_string("6. Encoder button function.......................... ");
+            if (user_config.encoder_press_mute_or_media) {
+                send_string("\x5BMUTE\x5D\n");
+            } else {
+                send_string("\x5BMEDIA PLAY\x2FPAUSE\x5D\n");
+            }
+            send_string("7. Insert function accessed with.................... ");
+            if (user_config.ins_on_shft_bkspc_or_del) {
+                send_string("\x5BSHIFT\x2D \bBKSPC\x5D\n");
+            } else {
+                send_string("\x5BSHIFT\x2D \bDEL\x5D\n");
+            }
+            send_string("8. Force SHIFT \x26 CTRL\x2DSPACE to function like SPACE.. ");
+            if (user_config.disable_space_mods) {
+                send_string("\x5BON\x5D\n");
+            } else {
+                send_string("\x5BOFF\x5D\n");
+            }
+            send_string("\nThe latest firmware updates are always here\x3a https\x3a\x2F\x2Fgithub.com\x2Fgourdo1\x2Fgmmkpro\x2Dmedia\n");
+        }
+        break;
+
+    case TG_CAPS:  // Toggle RGB highlighting of Capslock state
+        if (record->event.pressed) {
+            user_config.rgb_hilite_caps ^= 1; // Toggles the status
+            eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+        }
+        break;
+    case TG_PAD:  // Toggle RGB highlighting of Numpad state
+        if (record->event.pressed) {
+            user_config.rgb_hilite_numpad ^= 1; // Toggles the status
+            eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+        }
+        break;
+    case TG_ESC:  // Toggle alternate ESC functionality
+        if (record->event.pressed) {
+            user_config.esc_double_tap_to_baselyr ^= 1; // Toggles the status
+            eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+        }
+        break;
+    case TG_DEL:  // Toggle alternate placement of DEL and HOME keys
+        if (record->event.pressed) {
+            user_config.del_right_home_top ^= 1; // Toggles the status
+            eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+        }
+        break;
+    case TG_TDCAP:  // Toggle alternate Capslock/Numpad functionality
+        if (record->event.pressed) {
+            user_config.double_tap_shift_for_capslock ^= 1; // Toggles the status
+            eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+        }
+        break;
+    case TG_ENC:  // Toggle Encoder function
+        if (record->event.pressed) {
+            user_config.encoder_press_mute_or_media ^= 1; // Toggles the status
+            eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+        }
+        break;
+    case TG_INS:  // Toggle Encoder function
+        if (record->event.pressed) {
+            user_config.ins_on_shft_bkspc_or_del ^= 1; // Toggles the status
+            eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+        }
+        break;
+    case TG_SPCMOD:  // Toggle forcing SHIFT&CTRL-SPACE to function like SPACE
+        if (record->event.pressed) {
+            user_config.disable_space_mods ^= 1; // Toggles the status
+            eeconfig_update_user(user_config.raw); // Writes the new status to EEPROM
+        }
+        break;
+        //return false;
+
+        // Key to the left of encoder function (default HOME)
+    case LEFTOFENC:
+        if (!(user_config.del_right_home_top)) {
+            if (!(user_config.ins_on_shft_bkspc_or_del)) {
+                static bool inskey_registered;
+                if (record -> event.pressed) {
+                    // Detect the activation of either shift keys
+                    if (mod_state & MOD_MASK_SHIFT) {
+                        // First temporarily canceling both shifts so that
+                        // shift isn't applied to the KC_INS keycode
+                        del_mods(MOD_MASK_SHIFT);
+                        register_code(KC_INS);
+                        // Update the boolean variable to reflect the status of KC_INS
+                        inskey_registered = true;
+                        // Reapplying modifier state so that the held shift key(s)
+                        // still work even after having tapped the key.
+                        set_mods(mod_state);
+                        return false;
+                    } else {
+                        register_code(KC_DEL);
+                        return false;
+                    }
+                } else { // on release of KC_DEL
+                    // In case KC_INS is still being sent even after the release of KC_DEL
+                    if (inskey_registered) {
+                        unregister_code(KC_INS);
+                        inskey_registered = false;
+                        return false;
+                    } else {
+                        unregister_code(KC_DEL);
+                        return false;
+                    }
+                }
+            } else {
+                if (record -> event.pressed) {
+                    register_code(KC_DEL);
+                    return false;
+                } else {
+                    unregister_code(KC_DEL);
+                    return false;
+                }
+            }
+        } else {
+            if (record -> event.pressed) {
+                register_code(KC_HOME);
+                return false;
+            } else {
+                unregister_code(KC_HOME);
+                return false;
+            }
+        }
+        break;
+
+        // Key below encoder function (default DEL)
+    case BELOWENC:
+        if (user_config.del_right_home_top) {
+            if (!(user_config.ins_on_shft_bkspc_or_del)) {
+                static bool inskey_registered;
+                if (record -> event.pressed) {
+                    // Detect the activation of either shift keys
+                    if (mod_state & MOD_MASK_SHIFT) {
+                        // First temporarily canceling both shifts so that
+                        // shift isn't applied to the KC_INS keycode
+                        del_mods(MOD_MASK_SHIFT);
+                        register_code(KC_INS);
+                        // Update the boolean variable to reflect the status of KC_INS
+                        inskey_registered = true;
+                        // Reapplying modifier state so that the held shift key(s)
+                        // still work even after having tapped the key.
+                        set_mods(mod_state);
+                        return false;
+                    } else {
+                        register_code(KC_DEL);
+                        return false;
+                    }
+                } else { // on release of KC_DEL
+                    // In case KC_INS is still being sent even after the release of KC_DEL
+                    if (inskey_registered) {
+                        unregister_code(KC_INS);
+                        inskey_registered = false;
+                        return false;
+                    } else {
+                        unregister_code(KC_DEL);
+                        return false;
+                    }
+                }
+            } else {
+                if (record -> event.pressed) {
+                    register_code(KC_DEL);
+                    return false;
+                } else {
+                    unregister_code(KC_DEL);
+                    return false;
+                }
+            }
+        } else {
+            if (record -> event.pressed) {
+                register_code(KC_HOME);
+                return false;
+            } else {
+                unregister_code(KC_HOME);
+                return false;
+            }
+        }
+        break;
+
+        // Encoder button function
+    case ENCFUNC:
+        if (user_config.encoder_press_mute_or_media) {
+            if (record -> event.pressed) {
+                register_code(KC_MUTE);
+            } else unregister_code16(keycode);
+        }
+        else {
+            if (record -> event.pressed) {
+                register_code(KC_MPLY);
+            } else unregister_code16(keycode);
+        }
+        break;
+
+        // DotCom domain macros
     case DOTCOM:
         if (record -> event.pressed) {
-            SEND_STRING(".com");
+            send_string(".com");
         } else {
             // when keycode is released
         }
         break;
     case YAHOO:
         if (record -> event.pressed) {
-            SEND_STRING("yahoo.com");
+            send_string("yahoo.com");
         } else {
             // when keycode is released
         }
         break;
     case OUTLOOK:
         if (record -> event.pressed) {
-            SEND_STRING("outlook.com");
+            send_string("outlook.com");
         } else {
             // when keycode is released
         }
         break;
     case GMAIL:
         if (record -> event.pressed) {
-            SEND_STRING("gmail.com");
+            send_string("gmail.com");
         } else {
             // when keycode is released
         }
         break;
     case HOTMAIL:
         if (record -> event.pressed) {
-            SEND_STRING("hotmail.com");
+            send_string("hotmail.com");
         } else {
             // when keycode is released
         }
         break;
-		
-/*
-    case YAHOO:
-        if (record -> event.pressed) SEND_STRING("yahoo.com");
-        else unregister_code16(keycode);
-        break;
-    case OUTLOOK:
-        if (record -> event.pressed) SEND_STRING("outlook.com");
-        else unregister_code16(keycode);
-        break;
-    case GMAIL:
-        if (record -> event.pressed) SEND_STRING("gmail.com");
-        else unregister_code16(keycode);
-        break;
-    case HOTMAIL:
-        if (record -> event.pressed) {
-            SEND_STRING("hotmail.com");
-        } else unregister_code16(keycode);
-        break;
-    case DOTCOM:
-        if (record -> event.pressed) SEND_STRING(".com");
-        else unregister_code16(keycode);
-        break;
-*/
 
-    // Windows key lock		
-    case KC_WINLCK:
+        // Windows Key lockout
+    case WINLOCK:
         if (record -> event.pressed) {
             keymap_config.no_gui = !keymap_config.no_gui; //toggle status
         } else unregister_code16(keycode);
         break;
 
-    // Double Zero    
+        // Double Zero
     case KC_00:
         if (record -> event.pressed) {
             // when keycode KC_00 is pressed
-            SEND_STRING("00");
+            send_string("00");
         } else unregister_code16(keycode);
         break;
 
-    // Treat Control+Space as if regular Space
-    case KC_SPC: {
-        // Initialize a boolean variable that keeps track of the space key status: registered or not?
-        static bool spckey_registered;
-        if (record -> event.pressed) {
-            // Detect the activation of either ctrl keys
-            if (mod_state & MOD_MASK_CTRL) {
-                // First temporarily canceling both ctrls so that
-                // ctrl isn't applied to the KC_SPC keycode
-                del_mods(MOD_MASK_CTRL);
-                register_code(KC_SPC);
-                // Update the boolean variable to reflect the status of KC_SPC
-                spckey_registered = true;
-                // Reapplying modifier state so that the held ctrl key(s)
-                // still work even after having tapped the Space key.
-                set_mods(mod_state);
-                return false;
-            }
-        } else { // on release of KC_SPC
-            // In case KC_SPC is still being sent even after the release of KC_SPC
-            if (spckey_registered) {
-                unregister_code(KC_SPC);
-                spckey_registered = false;
-                return false;
-            }
-        }
-        }
-        break;
-
-    // Treat Shift+Space as if regular Space
-    case KC_SHIFTSPC: {
-        // Initialize a boolean variable that keeps track of the space key status: registered or not?
-        static bool spc2key_registered;
-        if (record -> event.pressed) {
-            // Detect the activation of either shift keys
-            if (mod_state & MOD_MASK_SHIFT) {
-                // First temporarily canceling both shifts so that
-                // shift isn't applied to the KC_SPC keycode
-                del_mods(MOD_MASK_SHIFT);
-                register_code(KC_SPC);
-                // Update the boolean variable to reflect the status of KC_SPC
-                spc2key_registered = true;
-                // Reapplying modifier state so that the held shift key(s)
-                // still work even after having tapped the Space key.
-                set_mods(mod_state);
-                return false;
-            }
-        } else { // on release of KC_SPC
-            // In case KC_SPC is still being sent even after the release of KC_SPC
-            if (spc2key_registered) {
-                unregister_code(KC_SPC);
-                spc2key_registered = false;
-                return false;
+        // Treat Control & Shift-Space as if regular Space
+    case KC_SPC:
+        if (user_config.disable_space_mods) {
+            // Initialize a boolean variable that keeps track of the space key status: registered or not?
+            static bool spckey_registered;
+            if (record -> event.pressed) {
+                // Detect the activation of either ctrl keys
+                if (mod_state & MOD_MASK_CTRL) {
+                    // First temporarily canceling both ctrls so that
+                    // ctrl isn't applied to the KC_SPC keycode
+                    del_mods(MOD_MASK_CTRL);
+                    register_code(KC_SPC);
+                    // Update the boolean variable to reflect the status of KC_SPC
+                    spckey_registered = true;
+                    // Reapplying modifier state so that the held ctrl key(s)
+                    // still work even after having tapped the Space key.
+                    set_mods(mod_state);
+                    return false;
+                }
+                else if (mod_state & MOD_MASK_SHIFT) {
+                    // First temporarily canceling both shifts so that
+                    // shift isn't applied to the KC_SPC keycode
+                    del_mods(MOD_MASK_SHIFT);
+                    register_code(KC_SPC);
+                    // Update the boolean variable to reflect the status of KC_SPC
+                    spckey_registered = true;
+                    // Reapplying modifier state so that the held shift key(s)
+                    // still work even after having tapped the Space key.
+                    set_mods(mod_state);
+                    return false;
+                }
+            } else { // on release of KC_SPC
+                // In case KC_SPC is still being sent even after the release of KC_SPC
+                if (spckey_registered) {
+                    unregister_code(KC_SPC);
+                    spckey_registered = false;
+                    return false;
+                }
             }
         }
-        }
         break;
 
-    // Add INS as SHIFT-modified BackSpace key
+    // INS as SHIFT-modified BackSpace key
     case KC_BSPC: {
-        // Initialize a boolean variable that keeps track of the delete key status: registered or not?
-        static bool inskey_registered;
-        if (record -> event.pressed) {
-            // Detect the activation of either shift keys
-            if (mod_state & MOD_MASK_SHIFT) {
-                // First temporarily canceling both shifts so that
-                // shift isn't applied to the KC_INS keycode
-                del_mods(MOD_MASK_SHIFT);
-                register_code(KC_INS);
-                // Update the boolean variable to reflect the status of KC_INS
-                inskey_registered = true;
-                // Reapplying modifier state so that the held shift key(s)
-                // still work even after having tapped the Delete/Insert key.
-                set_mods(mod_state);
-                return false;
-            }
-        } else { // on release of KC_BSPC
-            // In case KC_INS is still being sent even after the release of KC_BSPC
-            if (inskey_registered) {
-                unregister_code(KC_INS);
-                inskey_registered = false;
-                return false;
+        if (user_config.ins_on_shft_bkspc_or_del) {
+            // Initialize a boolean variable that keeps track of the ins key status: registered or not?
+            static bool inskey_registered;
+            if (record -> event.pressed) {
+                // Detect the activation of either shift keys
+                if (mod_state & MOD_MASK_SHIFT) {
+                    // First temporarily canceling both shifts so that
+                    // shift isn't applied to the KC_INS keycode
+                    del_mods(MOD_MASK_SHIFT);
+                    register_code(KC_INS);
+                    // Update the boolean variable to reflect the status of KC_INS
+                    inskey_registered = true;
+                    // Reapplying modifier state so that the held shift key(s)
+                    // still work even after having tapped the key.
+                    set_mods(mod_state);
+                    return false;
+                }
+            } else { // on release of KC_BSPC
+                // In case KC_INS is still being sent even after the release of KC_BSPC
+                if (inskey_registered) {
+                    unregister_code(KC_INS);
+                    inskey_registered = false;
+                    return false;
+                }
             }
         }
-        }
-        break;
-
-    /* Add INS as SHIFT-modified DEL key
-    case KC_DEL: {
-        // Initialize a boolean variable that keeps track of the delete key status: registered or not?
-        static bool inskey_registered;
-        if (record->event.pressed) {
-            // Detect the activation of either shift keys
-            if (mod_state & MOD_MASK_SHIFT) {
-                // First temporarily canceling both shifts so that
-                // shift isn't applied to the KC_INS keycode
-                del_mods(MOD_MASK_SHIFT);
-                register_code(KC_INS);
-                // Update the boolean variable to reflect the status of KC_INS
-                inskey_registered = true;
-                // Reapplying modifier state so that the held shift key(s)
-                // still work even after having tapped the Delete/Insert key.
-                set_mods(mod_state);
-                return false;
-            }
-        } else { // on release of KC_DEL
-            // In case KC_INS is still being sent even after the release of KC_DEL
-            if (inskey_registered) {
-                unregister_code(KC_INS);
-                inskey_registered = false;
-                return false;
-            }
-        }
-        }
-        break;
-    */
+    }
+    break;
 
     #ifdef IDLE_TIMEOUT_ENABLE
     case RGB_TOI:
@@ -352,27 +516,27 @@ bool process_record_user(uint16_t keycode, keyrecord_t * record) {
 
         #ifdef EMOTICON_ENABLE
     case EMO_SHRUG:
-        if (record -> event.pressed) SEND_STRING("`\\_(\"/)_/`");
+        if (record -> event.pressed) send_string("`\\_(\"/)_/`");
         else unregister_code16(keycode);
         break;
     case EMO_CONFUSE:
-        if (record -> event.pressed) SEND_STRING("(*_*)");
+        if (record -> event.pressed) send_string("(*_*)");
         else unregister_code16(keycode);
         break;
     case EMO_TEARS:
-        if (record -> event.pressed) SEND_STRING("(T_T)");
+        if (record -> event.pressed) send_string("(T_T)");
         else unregister_code16(keycode);
         break;
     case EMO_NERVOUS:
-        if (record -> event.pressed) SEND_STRING("(~_~;)");
+        if (record -> event.pressed) send_string("(~_~;)");
         else unregister_code16(keycode);
         break;
     case EMO_JOY:
-        if (record -> event.pressed) SEND_STRING("(^o^)");
+        if (record -> event.pressed) send_string("(^o^)");
         else unregister_code16(keycode);
         break;
     case EMO_SAD:
-        if (record -> event.pressed) SEND_STRING(":'-(");
+        if (record -> event.pressed) send_string(":'-(");
         else unregister_code16(keycode);
         break;
         #endif // EMOTICON_ENABLE
@@ -398,15 +562,32 @@ bool process_record_user(uint16_t keycode, keyrecord_t * record) {
     return true;
 };
 
-uint16_t get_tapping_term(uint16_t keycode, keyrecord_t * record) {
+// Define custom Caps Word continuity characters
+bool caps_word_press_user(uint16_t keycode) {
     switch (keycode) {
-    case KC_SFTUP:
-        return 300;
-    case KC_RAISESPC:
-    case KC_LOWERSPC:
-        return 450;
-    default:
-        return TAPPING_TERM;
+        // Keycodes that continue Caps Word, with shift applied.
+        case KC_A ... KC_Z:
+        case KC_TILD:
+        case KC_UNDS:
+        case KC_DQT:
+        case KC_COLN:
+        case KC_RSFT:
+        case LSFTCAPSWIN:
+            add_weak_mods(MOD_BIT(KC_LSFT));  // Apply shift to next key.
+            return true;
+
+        // Keycodes that continue Caps Word, without shifting.
+        case KC_1 ... KC_0:
+        case KC_GRV:
+        case KC_MINS:
+        case KC_QUOT:
+        case KC_SCLN:
+        case KC_BSPC:
+        case KC_DEL:
+            return true;
+
+        default:
+            return false;  // Deactivate Caps Word.
     }
 }
 
@@ -418,15 +599,32 @@ void activate_numlock(bool turn_on) {
 }
 
 // INITIAL STARTUP
-
-__attribute__((weak)) void keyboard_post_init_keymap(void) {}
+__attribute__((weak)) void keyboard_post_init_keymap(void) {
+}
 
 void keyboard_post_init_user(void) {
+    // Read the user config from EEPROM
+    user_config.raw = eeconfig_read_user();
     keyboard_post_init_keymap();
     #ifdef STARTUP_NUMLOCK_ON
     activate_numlock(true); // turn on Num lock by default so that the numpad layer always has predictable results
-    #endif // STARTUP_NUMLOC_ON
+    #endif // STARTUP_NUMLOCK_ON
     #ifdef IDLE_TIMEOUT_ENABLE
-    timeout_timer = timer_read(); // set inital time for ide timeout
+    timeout_timer = timer_read(); // set initial time for idle timeout
     #endif
-}
+}
+
+/* Set defaults for EEPROM user configuration variables */
+void eeconfig_init_user(void) {
+    user_config.raw                           = 0;
+    user_config.rgb_hilite_caps               = true;
+    user_config.rgb_hilite_numpad             = true;
+    user_config.double_tap_shift_for_capslock = true;
+    user_config.del_right_home_top            = true;
+    user_config.encoder_press_mute_or_media   = true;
+    user_config.esc_double_tap_to_baselyr     = true;
+    user_config.ins_on_shft_bkspc_or_del      = true;
+    user_config.disable_space_mods            = true;
+
+    eeconfig_update_user(user_config.raw);
+}

+ 45 - 23
users/gourdo1/gourdo1.h

@@ -1,5 +1,5 @@
 /* Copyright 2021 Jonavin Eng @Jonavin
-   Copyright 2022 gourdo1 <jcblake@outlook.com>
+   Copyright 2022 gourdo1 <gourdo1@outlook.com>
 
 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
@@ -20,36 +20,49 @@ along with this program.  If not, see <http://www.gnu.org/licenses/>.
 // DEFINE MACROS
 #define ARRAYSIZE(arr) sizeof(arr) / sizeof(arr[0])
 
-// LAYERS
+// LAYERS -- Note: to avoid compile problems, make sure total layers matches DYNAMIC_KEYMAP_LAYER_COUNT defined in config.h (where _COLEMAK layer is defined)
 enum custom_user_layers {
     _BASE,
     _FN1,
     _NUMPADMOUSE,
     _MOUSEKEY,
+    #ifdef GAME_ENABLE
+    _GAME
+    #endif //GAME_ENABLE
 };
 
 #define KC_CAD LALT(LCTL(KC_DEL))
+#define LOCKPC LGUI(KC_L)
 #define KC_AF4 LALT(KC_F4)
 #define KC_TASK LCTL(LSFT(KC_ESC))
 #define CT_PGUP RCTL(KC_PGUP)
 #define CT_PGDN RCTL(KC_PGDN)
 #define CT_HOME RCTL(KC_HOME)
 #define CT_END RCTL(KC_END)
-#define KC_SFTUP RSFT_T(KC_UP) // Shift when held, Up arrow when tapped
-#define KC_RAISESPC LT(_MOUSEKEY, KC_SPC) // _MOUSEKEY layer mod when held, space when tapped
-#define KC_LOWERSPC LT(_NUMPADMOUSE, KC_SPC) // _NUMPAD-MOUSE layer mod when held, space when tapped
-#define KC_SHIFTSPC LSFT(KC_SPC)
-#define SWAP_L SGUI(KC_LEFT) // Swap application to left display
-#define SWAP_R SGUI(KC_RGHT) // Swap application to right display
+#define SWAP_L SGUI(KC_LEFT)                 // Swap application to left display
+#define SWAP_R SGUI(KC_RGHT)                 // Swap application to right display
 
 // KEYCODES
 enum custom_user_keycodes {
     KC_00 = SAFE_RANGE,
-        ENCFUNC,
-        KC_WINLCK,     // Toggles Win key on and off
+        ENCFUNC,       // Encoder function
+        CAPSNUM,       // Capslock key function
+        LEFTOFENC,     // Key to the left of the encoder (i.e. F13)
+        BELOWENC,      // Key below encoder
+        PRNCONF,       // Print verbose statuses of all user_config toggles
+        WINLOCK,       // Toggles Windows key on and off
         RGB_TOI,       // Timeout idle time up
         RGB_TOD,       // Timeout idle time down
-        RGB_NITE,      // Turns off all rgb but allow rgb indicators to work
+        RGB_NITE,      // Disables RGB backlighting effects but allows RGB indicators to still work
+
+        TG_CAPS,       // Toggles RGB highlighting of alphas during capslock
+        TG_PAD,        // Toggles RGB highlighting of keys on numpad+mousekeys layer
+        TG_TDCAP,      // Toggles double tap shift (tapdance) for CapsLock
+        TG_DEL,        // Swaps DEL and HOME key locations
+        TG_ENC,        // Toggle Encoder functionality
+        TG_ESC,        // Toggle ESC tapdance for _BASE layer
+        TG_INS,        // Toggle location of INS
+        TG_SPCMOD,     // Toggle disabling of modded-SPACE functions
 
         YAHOO,         // yahoo.com
         OUTLOOK,       // outlook.com
@@ -66,24 +79,33 @@ enum custom_user_keycodes {
 
         KC_TSTOG,      // Tab Scroll Toggle
 
-        NEW_SAFE_RANGE // new safe range for keymap level custom keycodes
+        NEW_SAFE_RANGE // New safe range for keymap level custom keycodes
 };
 
-#ifdef TD_LSFT_CAPSLOCK_ENABLE
+
 // Tap Dance Definitions
 enum custom_tapdance {
-    TD_LSFT_CAPSLOCK,
     TD_LSFT_CAPS_WIN,
-    TD_ESC_BASELYR
 };
-#define KC_LSFTCAPS TD(TD_LSFT_CAPSLOCK)
-#define KC_LSFTCAPSWIN TD(TD_LSFT_CAPS_WIN)
-#define KC_ESCLYR TD(TD_ESC_BASELYR)
-#else // regular Shift
-#define KC_LSFTCAPS KC_LSFT
-// regular Escape
-#define KC_ESCLYR KC_ESC
-#endif // TD_LSFT_CAPSLOCK_ENABLE
+
+// Set up boolean variables to track user customizable configuration options
+typedef union {
+  uint32_t raw;
+  struct {
+    bool     rgb_hilite_caps :1;
+    bool     rgb_hilite_numpad :1;
+    bool     esc_double_tap_to_baselyr :1;
+    bool     del_right_home_top :1;
+    bool     double_tap_shift_for_capslock :1;
+    bool     encoder_press_mute_or_media :1;
+    bool     ins_on_shft_bkspc_or_del :1;
+    bool     disable_space_mods :1;
+  };
+} user_config_t;
+
+user_config_t user_config;
+
+#define LSFTCAPSWIN TD(TD_LSFT_CAPS_WIN)
 
 // ENCODER ACTIONS
 #ifdef ENCODER_ENABLE

+ 2 - 2
users/gourdo1/gourdo1_encoder.c

@@ -1,5 +1,5 @@
 /* Copyright 2021 Jonavin Eng @Jonavin
-   Copyright 2022 gourdo1 <jcblake@outlook.com>
+   Copyright 2022 gourdo1 <gourdo1@outlook.com>
    
 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
@@ -15,8 +15,8 @@ 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 "gourdo1.h"
 
 #ifdef ENCODER_ENABLE