Изменил подсветку и добавил игровой слой

This commit is contained in:
Buliway 2023-11-23 21:57:02 +03:00
parent d5a067fbd3
commit 94f5ba5781

View file

@ -132,13 +132,13 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[L_GAME] = LAYOUT( [L_GAME] = LAYOUT(
//,-----------------------------------------------------------------------. ,-----------------------------------------------------------------------. //,-----------------------------------------------------------------------. ,-----------------------------------------------------------------------.
XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, KC_TAB, KC_T, KC_Q, KC_W, KC_E, KC_R, KC_Y, KC_U, KC_I, KC_O, KC_P, DF(L_ENG),
//|-----------+-----------+-----------+-----------+-----------+-----------| |-----------+-----------+-----------+-----------+-----------+-----------| //|-----------+-----------+-----------+-----------+-----------+-----------| |-----------+-----------+-----------+-----------+-----------+-----------|
XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, KC_LSFT, KC_G, KC_A, KC_S, KC_D, KC_F, KC_H, KC_J, KC_UP, KC_K, KC_L, KC_GRV,
//|-----------+-----------+-----------+-----------+-----------+-----------| |-----------+-----------+-----------+-----------+-----------+-----------| //|-----------+-----------+-----------+-----------+-----------+-----------| |-----------+-----------+-----------+-----------+-----------+-----------|
XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, KC_LCTL, KC_B, KC_Z, KC_X, KC_C, KC_V, KC_N, KC_LEFT, KC_DOWN, KC_RGHT, KC_M, KC_SLSH,
//|-----------+-----------+-----------+-----------+-----------+-----------+-----------||-----------+-----------+-----------+-----------+-----------+-----------+-----------| //|-----------+-----------+-----------+-----------+-----------+-----------+-----------||-----------+-----------+-----------+-----------+-----------+-----------+-----------|
XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX KC_LALT, KC_SPC, TD(19), KC_H, KC_SPC, TD(20)
//`+-----------+-----------+-----------||-----------+-----------+-----------+' //`+-----------+-----------+-----------||-----------+-----------+-----------+'
) )
}; };
@ -319,10 +319,10 @@ void keyboard_post_init_user(void) {
layer_state_t default_layer_state_set_user(layer_state_t state) { layer_state_t default_layer_state_set_user(layer_state_t state) {
switch (get_highest_layer(state)) { switch (get_highest_layer(state)) {
case L_ENG: case L_ENG:
rgblight_sethsv(HSV_ORANGE); rgblight_sethsv(HSV_ROSE);
break; break;
case L_GAME: case L_GAME:
rgblight_sethsv(HSV_YELLOW); rgblight_sethsv(HSV_ORANGE);
break; break;
default: // for any other layers, or the default layer default: // for any other layers, or the default layer
rgblight_sethsv(HSV_WHITE); rgblight_sethsv(HSV_WHITE);
@ -334,20 +334,26 @@ layer_state_t default_layer_state_set_user(layer_state_t state) {
layer_state_t layer_state_set_user(layer_state_t state) { layer_state_t layer_state_set_user(layer_state_t state) {
switch (get_highest_layer(state)) { switch (get_highest_layer(state)) {
case L_RU: case L_RU:
rgblight_sethsv(HSV_GREEN); rgblight_sethsv(HSV_VIOLET);
break; break;
case L_PUNC: case L_MEDIA:
rgblight_sethsv(HSV_MAGENTA); rgblight_sethsv(HSV_MAGENTA);
break; break;
case L_IDK1: case L_NAV:
rgblight_sethsv(HSV_CYAN);
break;
case L_MOUSE:
rgblight_sethsv(HSV_YELLOW);
break;
case L_SYM:
rgblight_sethsv(HSV_GREEN);
break;
case L_NUM:
rgblight_sethsv(HSV_BLUE); rgblight_sethsv(HSV_BLUE);
break; break;
case L_IDK2: case L_FUN:
rgblight_sethsv(HSV_RED); rgblight_sethsv(HSV_RED);
break; break;
case L_NUMF:
rgblight_sethsv(HSV_CYAN);
break;
default: // for any other layers, or the default layer default: // for any other layers, or the default layer
rgblight_sethsv(HSV_WHITE); rgblight_sethsv(HSV_WHITE);
break; break;
@ -359,10 +365,12 @@ void matrix_scan_user(void) {
user_timer(); user_timer();
// Проверяем, активен ли слой // Проверяем, активен ли слой
if (!layer_state_cmp(layer_state, L_PUNC) && if (!layer_state_cmp(layer_state, L_MEDIA) &&
!layer_state_cmp(layer_state, L_IDK1) && !layer_state_cmp(layer_state, L_NAV) &&
!layer_state_cmp(layer_state, L_IDK2) && !layer_state_cmp(layer_state, L_MOUSE) &&
!layer_state_cmp(layer_state, L_NUMF) && !layer_state_cmp(layer_state, L_SYM) &&
!layer_state_cmp(layer_state, L_NUM) &&
!layer_state_cmp(layer_state, L_FUN) &&
!layer_state_cmp(layer_state, L_RU)) { !layer_state_cmp(layer_state, L_RU)) {
// Если ни один из этих слоев не активен, обновляем подсветку на основе текущего базового слоя // Если ни один из этих слоев не активен, обновляем подсветку на основе текущего базового слоя
default_layer_state_set_user(default_layer_state); default_layer_state_set_user(default_layer_state);