[Keymap] All about (ARM) RGB and OLEDs (drashna keymaps) (#7354)
* Add Kyria Keymap * Enable all RGBLIGHT Animations for ARM and high capacity AVR * Reduce GNUC version for __has_include * Cleanup Ortho 4x12 Community layout * Update Collide 39 keymap * Cleanup Keymaps * Enable full 30 LEDs for Ergodox * Change EEPROM Load timing * Use RGB Matrix on Planck Rev6 * Use correct keymap swap * Enable everything for ARM * Only enable rgb sleep on avr until crash is fixed * Add additional Kyria keymap config * Overhaul Kyria OLED display * Improve kyria keymap based on usage * Minor tweaks to rules * Update OLED code to truncate properly * Fix RGB Light layer indication * Switch all of biton32 to get_highest_layer function * Fix OLED Keylogger display * Run qmk cformat over all of my user files * Slight tweak to kyria based on usage * Move around LALT_T config * Add comments about base wrappers to keymaps * Another cformat pass * Temp fix for VUSB boards and NKRO * Convert tabs to spaces in rules.mk files * Only enable RGBLight if it's enabled * Add Encoder Flip setting * Update OLED font file
This commit is contained in:
@@ -32,7 +32,8 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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# undef RGBLED_NUM
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# define RGBLED_NUM 18 // Number of LEDs
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# undef RGBLED_SPLIT
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# define RGBLED_SPLIT { 9, 9 }
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# define RGBLED_SPLIT \
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{ 9, 9 }
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# define RGBLIGHT_HUE_STEP 8
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# define RGBLIGHT_SAT_STEP 8
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# define RGBLIGHT_VAL_STEP 8
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@@ -1,7 +1,13 @@
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#include QMK_KEYBOARD_H
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#include "drashna.h"
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/*
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* The `LAYOUT_iris_base` macro is a template to allow the use of identical
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* modifiers for the default layouts (eg QWERTY, Colemak, Dvorak, etc), so
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* that there is no need to set them up for each layout, and modify all of
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* them if I want to change them. This helps to keep consistency and ease
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* of use. K## is a placeholder to pass through the individual keycodes
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*/
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// clang-format off
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#define LAYOUT_iris_base( \
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K01, K02, K03, K04, K05, K06, K07, K08, K09, K0A, \
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@@ -10,8 +16,8 @@
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) \
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LAYOUT_wrapper( \
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KC_ESC, ________________NUMBER_LEFT________________, ________________NUMBER_RIGHT_______________, KC_MINS, \
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KC_TAB , K01, K02, K03, K04, K05, K06, K07, K08, K09, K0A, KC_BSLS, \
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KC_C1R3, ALT_T(K11), K12, K13, K14, K15, K16, K17, K18, K19, K1A, RALT_T(KC_QUOT), \
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LALT_T(KC_TAB), K01, K02, K03, K04, K05, K06, K07, K08, K09, K0A, KC_BSLS, \
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KC_C1R3, K11, K12, K13, K14, K15, K16, K17, K18, K19, K1A, RALT_T(KC_QUOT), \
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OS_LSFT, CTL_T(K21), K22, K23, K24, K25, OS_LALT, OS_RGUI, K26, K27, K28, K29, RCTL_T(K2A), OS_RSFT, \
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KC_GRV, KC_SPC, LT(_LOWER,KC_BSPC), LT(_RAISE,KC_DEL), KC_ENT, RAISE \
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)
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@@ -21,27 +21,25 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define MATRIX_ROWS 5
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#ifdef RGBLIGHT_ENABLE
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# undef RGBLED_NUM
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# define RGBLED_NUM 16
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# define RGBLIGHT_HUE_STEP 8
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# define RGBLIGHT_SAT_STEP 8
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# define RGBLIGHT_VAL_STEP 8
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# define RGBLIGHT_EFFECT_KNIGHT_LENGTH 2
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# define RGBLIGHT_EFFECT_SNAKE_LENGTH 2
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#endif // RGBLIGHT_ENABLE
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# undef RGBLED_NUM
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# define RGBLED_NUM 16
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# define RGBLIGHT_HUE_STEP 8
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# define RGBLIGHT_SAT_STEP 8
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# define RGBLIGHT_VAL_STEP 8
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# define RGBLIGHT_EFFECT_KNIGHT_LENGTH 2
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# define RGBLIGHT_EFFECT_SNAKE_LENGTH 2
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#endif // RGBLIGHT_ENABLE
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#undef PRODUCT
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#define PRODUCT Drashnas Viterbi Macro Pad
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#define PRODUCT Drashnas Viterbi Macro Pad
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#ifdef AUDIO_ENABLE
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# define C6_AUDIO
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# define NO_MUSIC_MODE
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# define C6_AUDIO
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# define NO_MUSIC_MODE
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#endif
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// clang-format off
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#define LAYOUT_ortho_5x7( \
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L00, L01, L02, L03, L04, L05, L06, \
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L10, L11, L12, L13, L14, L15, L16, \
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@@ -56,8 +54,9 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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{ L30, L31, L32, L33, L34, L35, L36 }, \
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{ L40, L41, L42, L43, L44, L45, L46 }, \
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}
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// clang-format on
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#define QMK_ESC_OUTPUT F5 // usually COL
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#define QMK_ESC_INPUT D4 // usually ROW
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#define QMK_ESC_OUTPUT F5 // usually COL
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#define QMK_ESC_INPUT D4 // usually ROW
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#define QMK_LED B0
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#define QMK_SPEAKER C6
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@@ -1,24 +1,15 @@
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#include QMK_KEYBOARD_H
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#include "drashna.h"
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extern keymap_config_t keymap_config;
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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// Layer names don't all need to be of the same length, obviously, and you can also skip them
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// entirely and just use numbers.
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// Fillers to make layering more clear
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#define DIABLO TG(_DIABLO)
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#define GAMEPAD TG(_GAMEPAD)
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#define MEDIA TT(_MEDIA)
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#define DIABLO TG(_DIABLO)
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#define GAMEPAD TG(_GAMEPAD)
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#define MEDIA TT(_MEDIA)
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//enum more_custom_keycodes {
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// enum more_custom_keycodes {
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// KC_P00 = NEW_SAFE_RANGE
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//};
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// clang-format off
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[_NUMLOCK] = LAYOUT_ortho_5x7(
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@@ -55,32 +46,27 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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};
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// clang-format on
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bool process_record_keymap(uint16_t keycode, keyrecord_t *record) {
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//switch (keycode) {
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//case KC_P00:
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// if (!record->event.pressed) {
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// tap(KC_KP_0);
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// tap(KC_KP_0);
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// }
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// return false;
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// break;
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//}
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return true;
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// switch (keycode) {
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// case KC_P00:
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// if (!record->event.pressed) {
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// tap(KC_KP_0);
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// tap(KC_KP_0);
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// }
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// return false;
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// break;
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//}
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return true;
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}
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void matrix_init_keymap(void) {
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#ifndef CONVERT_TO_PROTON_C
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#ifndef CONVERT_TO_PROTON_C
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setPinOutput(D5);
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writePinHigh(D5);
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setPinOutput(B0);
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writePinHigh(B0);
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#endif
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#endif
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}
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