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endgame mac + fixing endgame - massdrop/ctrl #14746
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I've also had to fix the md_rgb_matrix_indicator function issue as this was replaced by md_rgb_matrix_indicator_advanced which takes a minimum and maximum led index number.
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LGTM. Thanks for the fix.
Anytime :). I did it for selfish reasons since I have two of these keyboards. Maybe I might TAL at what LOE is required to do the things required to save this device from FOSS gulag :/ |
OK we should be good to go now, right? Thanks, |
Thanks for doing this! Am new to the game and the first thing I wanted to try is broken! Happy to discover that you have already fixed it. |
No problem man. Thing is I guess even though I made the suggested changes,
this PR is still sitting here rotting. Needs to be merged!
…On Fri, Oct 29, 2021, 12:03 AM Nate Bauernfeind ***@***.***> wrote:
Thanks for doing this! Am new to the game and the first thing I wanted to
try is broken! Happy to discover that you have already fixed it.
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// ======================================================== CUSTOM KEYCOADS BELOW ======================================================== | ||
case COPY_ALL: | ||
// Selects all and text and copy | ||
SEND_STRING(SS_LCTRL("ac")); |
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Might make sense to swap this from LCTRL to LGUI. As is, this shortcut doesn't work on the mac.
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Is that right? LCTRL doesn't work?
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MacOS basically swaps the control and gui functionality.
What might work better is:
SEND_STRING(SS_LCTRL("ac")); | |
register_code(keycode_config(KC_LCTL)); | |
tap_code(KC_A); | |
tap_code(KC_C); | |
unregister_code(keycode_config(KC_LCTL)); |
The keycode_config
is from the magic feature, and will swap the code based on the Control-GUI swap option. That would make it windows and mac friendly.
Or, simply, just:
SEND_STRING(SS_LCTRL("ac")); | |
SEND_STRING(SS_LGUI("ac")); |
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Ok so what I know is that I simply edited an existing keymap to get this one kicking... And I'm currently using it! So whatever doesn't work isn't something I've needed. Ill take a look, but at this point, the juice is no longer worth the squeeze. It works for me, I put in a PR to try to make it work for others, but apparently, that ain't enough.
References: Reddit discussion: https://www.reddit.com/r/MechanicalKeyboards/comments/qdsm9r/help_compiling_qmk_endgame_for_qmk/ PR for fix: qmk#14746 Commit in PR with the fix: qmk@de7be63
This was the same issue as seen in the endgame keymap. References: Reddit discussion about endgame keymap: https://www.reddit.com/r/MechanicalKeyboards/comments/qdsm9r/help_compiling_qmk_endgame_for_qmk/ PR for endgame keymap fix: qmk#14746 Commit in PR with the fix for endgame keymap: qmk@de7be63
Thank you for your contribution! |
// #define RGBLIGHT_EFFECT_SNAKE_LENGTH 4 // The number of LEDs to light up for the "Snake" animation | ||
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||
// This list in in the correct mode order. Next mode is the following line, previous mode is previous line. Loops around. | ||
#define DISABLE_RGB_MATRIX_SOLID_COLOR // Static single hue, no speed support |
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these are no longer used.
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When you say "these" are you including the other #define DISABLE.*'s seen listed afterwards?
e.g. DISABLE_RGB_MATRIX_ALPHAS_MOD... DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN... etc?
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the disable
defines are no used anymore, instead you have to explicitly enable the animation modes
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So if I nuke all of them, is the PR ok to merge?
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@drashna I'm trying to understand if I make the changes you are suggesting in this comment, will my PR be approved and merged? Or are there yet other changes that have to be made? The level of effort here for making this PR part of the code base is very quickly eclipsing any personal value I would receive from the same.
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We switched from an implicitly enabled unless explicitly disabled approach, to an explicitly enabled approach.
So the "disable mode" defines simply don't do anything anymore and should be removed.
Instead, you want to use the "enable mode" defines for the modes that you want.
This should be the full list of animation modes available:
# define ENABLE_RGB_MATRIX_ALPHAS_MODS
# define ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN
# define ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT
# define ENABLE_RGB_MATRIX_BREATHING
# define ENABLE_RGB_MATRIX_BAND_SAT
# define ENABLE_RGB_MATRIX_BAND_VAL
# define ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT
# define ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL
# define ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT
# define ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL
# define ENABLE_RGB_MATRIX_CYCLE_ALL
# define ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT
# define ENABLE_RGB_MATRIX_CYCLE_UP_DOWN
# define ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON
# define ENABLE_RGB_MATRIX_CYCLE_OUT_IN
# define ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL
# define ENABLE_RGB_MATRIX_CYCLE_PINWHEEL
# define ENABLE_RGB_MATRIX_CYCLE_SPIRAL
# define ENABLE_RGB_MATRIX_DUAL_BEACON
# define ENABLE_RGB_MATRIX_RAINBOW_BEACON
# define ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS
# define ENABLE_RGB_MATRIX_RAINDROPS
# define ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS
# define ENABLE_RGB_MATRIX_HUE_BREATHING
# define ENABLE_RGB_MATRIX_HUE_PENDULUM
# define ENABLE_RGB_MATRIX_HUE_WAVE
# define ENABLE_RGB_MATRIX_PIXEL_RAIN
# define ENABLE_RGB_MATRIX_PIXEL_FLOW
# define ENABLE_RGB_MATRIX_PIXEL_FRACTAL
// enabled only if RGB_MATRIX_FRAMEBUFFER_EFFECTS is defined
# define ENABLE_RGB_MATRIX_TYPING_HEATMAP
# define ENABLE_RGB_MATRIX_DIGITAL_RAIN
// enabled only of RGB_MATRIX_KEYPRESSES or RGB_MATRIX_KEYRELEASES is defined
# define ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE
# define ENABLE_RGB_MATRIX_SOLID_REACTIVE
# define ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE
# define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
# define ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS
# define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
# define ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS
# define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
# define ENABLE_RGB_MATRIX_SPLASH
# define ENABLE_RGB_MATRIX_MULTISPLASH
# define ENABLE_RGB_MATRIX_SOLID_SPLASH
# define ENABLE_RGB_MATRIX_SOLID_MULTISPLASH
Thank you for your contribution! |
Thank you for your contribution! |
Description
This pr both adds an
endgame_mac
keymap and fixes theendgame
keymap.Changes introduced in #12097 (4b96d58) actually broke the endgame keymap as the function
md_rgb_matrix_indicators
was replaced withmd_rgb_matrix_indicators_advanced
. The former had no args and the latter took aled_min
andled_max
integer argument. Turns out, min = 0 and max = ISSI3733_LED_COUNTFurthermore, with the endgame_mac keymap, I changed some of the matrix effects and set the default to be something I liked :). As expected, the endgame_mac keymap takes into account the swapped cmd and alt keys!
Types of Changes
Issues Fixed or Closed by This PR
Checklist