my-keyboard-keymaps/gmmk/pro/ansi/keymaps/paddlegame/rgb_matrix_map.h

181 lines
5.5 KiB
C

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