#include QMK_KEYBOARD_H

// Each layer gets a name for readability, which is then used in the keymap matrix below.
// The underscores don't mean anything - you can have a layer called STUFF or any other name.
#define _BL 0
#define _FL 1
#define _CL 2

enum custom_keycodes {
    S_BSKTC = SAFE_RANGE,
    S_ODEJY,
    S_RCKBY,
    S_DOEDR,
    S_SCALE,
    S_ONEUP,
    S_COIN,
    S_SONIC,
    S_ZELDA
};

#ifdef AUDIO_ENABLE
  float song_basketcase[][2] = SONG(BASKET_CASE);
  float song_ode_to_joy[][2]  = SONG(ODE_TO_JOY);
  float song_rock_a_bye_baby[][2]  = SONG(ROCK_A_BYE_BABY);
  float song_doe_a_deer[][2]  = SONG(DOE_A_DEER);
  float song_scale[][2]  = SONG(MUSIC_SCALE_SOUND);
  float song_coin[][2]  = SONG(COIN_SOUND);
  float song_one_up[][2]  = SONG(ONE_UP_SOUND);
  float song_sonic_ring[][2]  = SONG(SONIC_RING);
  float song_zelda_puzzle[][2]  = SONG(ZELDA_PUZZLE);
#endif

const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  /* Keymap _BL: Base Layer (Default Layer)
   */
[_BL] = LAYOUT(
  KC_GESC,KC_1,   KC_2,   KC_3,   KC_4,   KC_5,   KC_6,   KC_7,   KC_8,   KC_9,   KC_0,   KC_MINS,KC_EQL,      KC_BSPC,           KC_PGUP, \
  KC_TAB, KC_Q,   KC_W,   KC_E,   KC_R,   KC_T,   KC_Y,   KC_U,   KC_I,   KC_O,   KC_P,   KC_LBRC,KC_RBRC,KC_BSLS,                KC_PGDN, \
  KC_CAPS,KC_A,   KC_S,   KC_D,   KC_F,   KC_G,   KC_H,   KC_J,   KC_K,   KC_L,   KC_SCLN,KC_QUOT,      KC_ENT,                            \
  KC_LSFT,        KC_Z,   KC_X,   KC_C,   KC_V,   KC_B,   KC_N,   KC_M,   KC_COMM,KC_DOT, KC_SLSH,          KC_RSFT,        KC_UP,           \
  KC_LCTL,KC_LGUI,KC_LALT,                KC_SPC, KC_SPC,                         KC_RGUI,KC_RALT,MO(_FL),KC_RCTL,KC_LEFT,KC_DOWN,KC_RGHT),

  /* Keymap _FL: Function Layer
   */
[_FL] = LAYOUT(
  KC_GRV, KC_F1,  KC_F2,  KC_F3,  KC_F4,  KC_F5,  KC_F6,  KC_F7,  KC_F8,  KC_F9,  KC_F10, KC_F11, KC_F12,      KC_DEL,            KC_VOLU, \
  _______,_______,_______,_______,_______,_______,_______,_______,_______,KC_MPRV,KC_MPLY,KC_MNXT,_______,KC_MUTE,                KC_VOLD, \
  _______,_______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______,    _______,                             \
  _______,        _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,        _______,        KC_PGUP,         \
  _______,_______,_______,                _______,_______,                        _______,_______,MO(_FL),_______,KC_HOME,KC_PGDN,KC_END),

  /* Keymap _CL: Control layer
   */
[_CL] = LAYOUT(
  BL_STEP,S_ONEUP,S_SCALE,RGB_M_R,RGB_M_SW,RGB_M_SN,RGB_M_K,RGB_M_X,RGB_M_G,_______,_______,_______,_______,   BL_TOGG,           BL_INC, \
  _______,_______,_______,_______,RESET,  _______,_______,_______,_______,_______,_______,_______,_______,_______,                BL_DEC, \
  _______,_______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______,    _______,                             \
  _______,        _______,_______,_______,_______,_______,_______,_______,_______,_______,_______,        _______,        RGB_SAI,         \
  _______,_______,_______,                BL_BRTG,BL_BRTG,                        _______,_______,MO(_FL),_______,RGB_HUD,RGB_SAD,RGB_HUI),
};


bool process_record_user(uint16_t keycode, keyrecord_t *record) {
    switch (keycode) {
        #ifdef AUDIO_ENABLE
            case S_BSKTC:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_basketcase);
                }
                return false;
            case S_ODEJY:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_ode_to_joy);
                }
                return false;
            case S_RCKBY:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_rock_a_bye_baby);
                }
                return false;
            case S_DOEDR:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_doe_a_deer);
                }
                return false;
            case S_SCALE:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_scale);
                }
                return false;
            case S_ONEUP:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_one_up);
                }
                return false;
            case S_COIN:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_coin);
                }
                return false;
            case S_SONIC:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_sonic_ring);
                }
                return false;
            case S_ZELDA:
                if (record->event.pressed) {
                    stop_all_notes();
                    PLAY_SONG(song_zelda_puzzle);
                }
                return false;
        #endif
    }
    return true;
}