keymap.c 5.2 KB

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  1. #include QMK_KEYBOARD_H
  2. enum keyboard_layers {
  3. _BL,
  4. _FL,
  5. _CL
  6. };
  7. enum custom_keycodes {
  8. S_BSKTC = SAFE_RANGE,
  9. S_ODEJY,
  10. S_RCKBY,
  11. S_DOEDR,
  12. S_SCALE,
  13. S_ONEUP,
  14. S_COIN,
  15. S_SONIC,
  16. S_ZELDA
  17. };
  18. #ifdef AUDIO_ENABLE
  19. float song_basketcase[][2] = SONG(BASKET_CASE);
  20. float song_ode_to_joy[][2] = SONG(ODE_TO_JOY);
  21. float song_rock_a_bye_baby[][2] = SONG(ROCK_A_BYE_BABY);
  22. float song_doe_a_deer[][2] = SONG(DOE_A_DEER);
  23. float song_scale[][2] = SONG(MUSIC_SCALE_SOUND);
  24. float song_coin[][2] = SONG(COIN_SOUND);
  25. float song_one_up[][2] = SONG(ONE_UP_SOUND);
  26. float song_sonic_ring[][2] = SONG(SONIC_RING);
  27. float song_zelda_puzzle[][2] = SONG(ZELDA_PUZZLE);
  28. #endif
  29. const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  30. /* Layer 0: Default Layer
  31. * ,-----------------------------------------------------------.
  32. * |Esc| 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =| `|BSp|
  33. * |-----------------------------------------------------------|
  34. * |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]| \|
  35. * |-----------------------------------------------------------|
  36. * |Contro| A| S| D| F| G| H| J| K| L| ;| '|Enter |
  37. * |-----------------------------------------------------------|
  38. * |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift |Fn0|
  39. * |-----------------------------------------------------------'
  40. * |Ctrl |Gui|Alt | Space |Alt |Gui|Fn |Ctrl |
  41. * `-----------------------------------------------------------'
  42. */
  43. [_BL] = LAYOUT_all(
  44. KC_GESC,KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS,KC_EQL, KC_GRV, KC_BSPC,\
  45. 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, \
  46. KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN,KC_QUOT,KC_NUHS, KC_ENT, \
  47. KC_LSFT, 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_BSLS, \
  48. KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, KC_RGUI, MO(_FL), KC_RCTL),
  49. [_FL] = LAYOUT_all(
  50. 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, _______,_______,\
  51. _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, \
  52. _______, _______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
  53. _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, _______, \
  54. _______,_______,_______, _______, _______, _______, MO(_FL), _______),
  55. [_CL] = LAYOUT_all(
  56. BL_STEP,S_BSKTC,S_ODEJY,S_RCKBY,S_DOEDR,S_SCALE,S_ONEUP,S_COIN, S_SONIC,S_ZELDA,_______,_______,_______,_______,_______,\
  57. _______, _______,_______,_______,RESET, _______,_______,_______,_______,_______,_______,_______,_______,_______, \
  58. _______, _______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
  59. _______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
  60. _______, _______, _______, _______, _______, _______, MO(_FL), _______)
  61. };
  62. bool process_record_user(uint16_t keycode, keyrecord_t *record) {
  63. switch (keycode) {
  64. case S_BSKTC:
  65. if (record->event.pressed) {
  66. stop_all_notes();
  67. PLAY_SONG(song_basketcase);
  68. }
  69. return false;
  70. case S_ODEJY:
  71. if (record->event.pressed) {
  72. stop_all_notes();
  73. PLAY_SONG(song_ode_to_joy);
  74. }
  75. return false;
  76. case S_RCKBY:
  77. if (record->event.pressed) {
  78. stop_all_notes();
  79. PLAY_SONG(song_rock_a_bye_baby);
  80. }
  81. return false;
  82. case S_DOEDR:
  83. if (record->event.pressed) {
  84. stop_all_notes();
  85. PLAY_SONG(song_doe_a_deer);
  86. }
  87. return false;
  88. case S_SCALE:
  89. if (record->event.pressed) {
  90. stop_all_notes();
  91. PLAY_SONG(song_scale);
  92. }
  93. return false;
  94. case S_ONEUP:
  95. if (record->event.pressed) {
  96. stop_all_notes();
  97. PLAY_SONG(song_one_up);
  98. }
  99. return false;
  100. case S_COIN:
  101. if (record->event.pressed) {
  102. stop_all_notes();
  103. PLAY_SONG(song_coin);
  104. }
  105. return false;
  106. case S_SONIC:
  107. if (record->event.pressed) {
  108. stop_all_notes();
  109. PLAY_SONG(song_sonic_ring);
  110. }
  111. return false;
  112. case S_ZELDA:
  113. if (record->event.pressed) {
  114. stop_all_notes();
  115. PLAY_SONG(song_zelda_puzzle);
  116. }
  117. return false;
  118. }
  119. return true;
  120. }