qmk_firmware/keyboards/gmmk/pro/rev1/ansi/keymaps/paddlegame
Jeff Epler 9632360caa
Use a macro to compute the size of arrays at compile time (#18044)
* Add ARRAY_SIZE and CEILING utility macros

* Apply a coccinelle patch to use ARRAY_SIZE

* fix up some straggling items

* Fix 'make test:secure'

* Enhance ARRAY_SIZE macro to reject acting on pointers

The previous definition would not produce a diagnostic for
```
int *p;
size_t num_elem = ARRAY_SIZE(p)
```
but the new one will.

* explicitly get definition of ARRAY_SIZE

* Convert to ARRAY_SIZE when const is involved

The following spatch finds additional instances where the array is
const and the division is by the size of the type, not the size of
the first element:
```
@ rule5a using "empty.iso" @
type T;
const T[] E;
@@

- (sizeof(E)/sizeof(T))
+ ARRAY_SIZE(E)

@ rule6a using "empty.iso" @
type T;
const T[] E;
@@

- sizeof(E)/sizeof(T)
+ ARRAY_SIZE(E)
```

* New instances of ARRAY_SIZE added since initial spatch run

* Use `ARRAY_SIZE` in docs (found by grep)

* Manually use ARRAY_SIZE

hs_set is expected to be the same size as uint16_t, though it's made
of two 8-bit integers

* Just like char, sizeof(uint8_t) is guaranteed to be 1

This is at least true on any plausible system where qmk is actually used.

Per my understanding it's universally true, assuming that uint8_t exists:
https://stackoverflow.com/questions/48655310/can-i-assume-that-sizeofuint8-t-1

* Run qmk-format on core C files touched in this branch

Co-authored-by: Stefan Kerkmann <karlk90@pm.me>
2022-08-30 10:20:04 +02:00
..
config.h
keymap.c Use a macro to compute the size of arrays at compile time (#18044) 2022-08-30 10:20:04 +02:00
paddlegame.h
readme.md
rgb_matrix_map.h
rules.mk

GMMK Pro Paddle Game zLayout Image

Paddle Game GMMK Pro layout by Tomas Guinan

  • Add Print Screen, Scroll Lock, Pause/Break, Insert to Fn layer
  • Toggle backlight using Fn+`
    • If you don't like using a backlight but wnat to play the paddle game or use other RGB features, turn RGB on and set brightness to 0
  • Usable Fn layer keys are backlit
  • Implement Win key lock using Fn+Win like in Glorious Core firmware
  • Caps Lock and Scroll Lock keys light up white when active
  • Caps Lock has red flashing side lights like in Glorious Core firmware
  • Layer 2 includes Paddle Game, playable by pressing Fn+P
    • Use rotary encoder to control paddle
    • Contains 12 levels, indicated by blue LED on F row
    • Player has 4 lives, indicated by nav cluster
    • Deflect white balls while avoiding red ones
    • Press Fn to quit game