Merge pull request #13 from rswiernik/master
Updated Readme and Build info
This commit is contained in:
		
						commit
						61b4d273da
					
				@ -47,20 +47,25 @@ TOP_DIR = ../..
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# Directory keyboard dependent files exist
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					# Directory keyboard dependent files exist
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TARGET_DIR = .
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					TARGET_DIR = .
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# # project specific files
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					# # project specific files
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# SRC =	keymap_common.c \
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					ifdef COMMON_KEYMAP
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# 	matrix_handwire.c \
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# 	led.c \
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# 	backlight.c
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# ifdef KEYMAP
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						SRC = keymap_common.c \
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#     SRC := keymap_$(KEYMAP).c $(SRC)
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						matrix_handwire.c \
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# else
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						led.c \
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#     SRC := keymap_jack.c $(SRC)
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						backlight.c
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# endif
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# project specific files
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					ifdef KEYMAP
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SRC =	extended_keymap_common.c \
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					    SRC := keymap_$(KEYMAP).c $(SRC)
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					else
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					    SRC := keymap_jack.c $(SRC)
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					endif
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					else
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					SRC = extended_keymap_common.c \
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	matrix_handwire.c \
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						matrix_handwire.c \
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	led.c \
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						led.c \
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	backlight.c
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						backlight.c
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@ -71,6 +76,8 @@ else
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    SRC := extended_keymap_jack.c $(SRC)
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					    SRC := extended_keymap_jack.c $(SRC)
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endif
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					endif
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					endif
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CONFIG_H = config.h
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					CONFIG_H = config.h
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# MCU name
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					# MCU name
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@ -18,23 +18,39 @@ If you include extended_keymap_common.h instead of keymap_common.h at the top of
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## Build
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					## Build
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Follow [this guide](http://deskthority.net/workshop-f7/how-to-build-your-very-own-keyboard-firmware-t7177.html) to setup your development environment before anything else.
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					Follow [this guide](http://deskthority.net/workshop-f7/how-to-build-your-very-own-keyboard-firmware-t7177.html) to setup your development environment before anything else. Abbreviated instructions are provide at the [bottom of this document](https://github.com/rswiernik/tmk_keyboard/tree/rswiernik_dev/keyboard/planck#environment-setup)
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Download the whole firmware [here](https://github.com/jackhumbert/tmk_keyboard/archive/master.zip) and navigate to the keyboard/planck folder. Once your dev env is setup, you'll be able to type `make` to generate your .hex that you can load with the Teensy app onto your Planck (once you've hit reset/shorted GND & RST).
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					Download the whole firmware [here](https://github.com/jackhumbert/tmk_keyboard/archive/master.zip) and navigate to the keyboard/planck folder. Once your dev env is setup, you'll be able to type `make` to generate your .hex that you can load with the Teensy app onto your Planck (once you've hit reset/shorted GND & RST). 
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Move to this directory then just run `make` like:
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					Depending on which keymap you would like to use, you will have to compile slightly differently.
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    $ make
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					####Default
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					To build with the default keymap, simply move to the tmk\_keyboard/keyboard/planck/ and run `make` as follows:
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					```
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					$ make
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					```
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## Keymap
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					## Keymap
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Several version of keymap are available in advance but you are recommended to define your favorite layout yourself. To define your own keymap create file named `keymap_<name>.c` and see keymap document (you can find in top README.md) and existent keymap files.
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					Several version of keymap are available in advance but you are recommended to define your favorite layout yourself. To define your own keymap create file named `keymap_<name>.c` and see keymap document (you can find in top README.md) and existent keymap files.
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					####**Extended Keymaps**
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To build firmware binary hex file with a certain keymap just do `make` with `KEYMAP` option like:
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					To build the firmware binary hex file with an extended keymap just do `make` with `KEYMAP` option like:
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					```
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					$ make KEYMAP=[common|jack|<name>]
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					```
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					_The only applicable keymaps will work with this option._ Extended keymaps follow the format **__extended\_keymap\_\<name\>.c__**
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    $ make KEYMAP=[<name>]
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					####**Common Keymaps**
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					Building with a common keymap is as simple as adding the COMMON option. Note that only 
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					```
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					$ make KEYMAP=[common|jack|<name>] COMMON=true
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					```
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					_The only applicable keymaps will work with this option._ Common keymaps follow the format **__keymap\_\<name\>.c__**
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## Notable TMK forks (which some of the keymap files are from)
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					## Notable TMK forks (which some of the keymap files are from)
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- [Shane's Fork](https://github.com/shanecelis/tmk_keyboard/tree/master/keyboard/planck)
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					- [Shane's Fork](https://github.com/shanecelis/tmk_keyboard/tree/master/keyboard/planck)
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- [Pierre's Fork](https://github.com/pcarrier/tmk_keyboard/blob/pcarrier/planck/keyboard/gh60/keymap_planck.c)
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					- [Pierre's Fork](https://github.com/pcarrier/tmk_keyboard/blob/pcarrier/planck/keyboard/gh60/keymap_planck.c)
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- [Nathan's Fork](https://github.com/nathanrosspowell/tmk_keyboard/tree/planck-jack/keyboard/planck)
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					- [Nathan's Fork](https://github.com/nathanrosspowell/tmk_keyboard/tree/planck-jack/keyboard/planck)
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- [Matthew's Fork](https://github.com/pepers/tmk_keyboard/tree/master/keyboard/planck_grid)
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					- [Matthew's Fork](https://github.com/pepers/tmk_keyboard/tree/master/keyboard/planck_grid)
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										74
									
								
								keyboard/planck/keymap_reed.c
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										74
									
								
								keyboard/planck/keymap_reed.c
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,74 @@
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					#include "keymap_common.h"
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					/*
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					 * BUILD:
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					 * Simply run the command below in the keyboard/planck directory
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					 * to build against this keymap
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					 *
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					 *    make KEYMAP=reed COMMON_KEYMAP=true
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					 *
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					 *
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					 * DETAILS:
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					 *
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					 * This layout works off of Jack's layout, making some changes that I
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					 * feel significantly improve the function of the keyboard. Major changes
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					 * include adding a "gaming mode" that will allow users to still access
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					 * the number keys 1 through 4 easily for games that require it. Also
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					 * included is the ability to use the tap/hold function for easy use of
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					 * right shift and thumb shift with their tapped companions.
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					 *
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					 */
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					const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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					[0] = KEYMAP_GRID( /* Reed */
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					  ESC,  Q,    W,    E,    R,    T,    Y,    U,    I,    O,    P,    BSPC,
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					  TAB,  A,    S,    D,    F,    G,    H,    J,    K,    L,    SCLN, QUOT,
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					  LSFT, Z,    X,    C,    V,    B,    N,    M,    COMM, DOT,  SLSH, FN5,
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					  LCTL, CAPS, LALT, LGUI, FN2, FN7,  SPC,  FN1,   LEFT, DOWN, UP,  RGHT),
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					[1] = KEYMAP_GRID( /* Reed EXTREME GAMING */
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					  ESC,  Q,    W,    E,    R,    T,    Y,    U,    I,    O,    P,    BSPC,
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					  TAB,  A,    S,    D,    F,    G,    H,    J,    K,    L,    SCLN, QUOT,
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					  LSFT, Z,    X,    C,    V,    B,    N,    M,    COMM, DOT,  SLSH, FN5,
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					  LCTL, 1,    2,    3,    4,   SPC,  FN2,  FN1,   LEFT, DOWN, UP,  RGHT),
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					[2] = KEYMAP_GRID( /* Reed RAISE */
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					  GRV,  1,    2,    3,    4,    5,    6,    7,    8,    9,    0,    BSPC,
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					  TRNS, FN3, FN4, PAUSE, TRNS, TRNS, TRNS, MINS, EQL,  LBRC, RBRC, BSLS,
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					  TRNS, F1,   F2,    F3,   F4,    F5,    F6,   F7,   F8,   F9,   F10,  TRNS,
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					  TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, FN1, MNXT, VOLD, VOLU, MPLY),
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					[3] = KEYMAP_GRID( /* Reed LOWER */
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					  TRNS	, FN10, FN11, FN12, FN13, FN14, FN15, FN16, FN17, FN18, FN19, DEL,
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					  TRNS, TRNS, TRNS, PAUSE, TRNS, TRNS, TRNS, FN20, FN21, FN23, FN24, FN28,
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					  TRNS, F11,  F12,  F13,  F14,  F15,  F16,  F17,  F18,  F19,  F20, TRNS,
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					  TRNS, TRNS, TRNS, TRNS, FN2,  TRNS, TRNS, TRNS, MNXT, VOLD, VOLU, MPLY),
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					};
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					const uint16_t PROGMEM fn_actions[] = {
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					    [1] = ACTION_LAYER_MOMENTARY(2),  // to Fn overlay - RAISE
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					    [2] = ACTION_LAYER_MOMENTARY(3),  // to Fn overlay - LOWER
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					    [3] = ACTION_DEFAULT_LAYER_SET(0),
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					    [4] = ACTION_DEFAULT_LAYER_SET(1),
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						// Actions for the tap/hold modifiers listed above
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					    [5] = ACTION_MODS_TAP_KEY(MOD_RSFT, KC_ENT),
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					    [7] = ACTION_MODS_TAP_KEY(MOD_LSFT, KC_BSPC),
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					    [10] = ACTION_MODS_KEY(MOD_LSFT, KC_1),
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					    [11] = ACTION_MODS_KEY(MOD_LSFT, KC_2),
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					    [12] = ACTION_MODS_KEY(MOD_LSFT, KC_3),
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					    [13] = ACTION_MODS_KEY(MOD_LSFT, KC_4),
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					    [14] = ACTION_MODS_KEY(MOD_LSFT, KC_5),
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					    [15] = ACTION_MODS_KEY(MOD_LSFT, KC_6),
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					    [16] = ACTION_MODS_KEY(MOD_LSFT, KC_7),
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					    [17] = ACTION_MODS_KEY(MOD_LSFT, KC_8),
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					    [18] = ACTION_MODS_KEY(MOD_LSFT, KC_9),
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					    [19] = ACTION_MODS_KEY(MOD_LSFT, KC_0),
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					    [20] = ACTION_MODS_KEY(MOD_LSFT, KC_MINS),
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					    [21] = ACTION_MODS_KEY(MOD_LSFT, KC_EQL),
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					    [22] = ACTION_MODS_KEY(MOD_LSFT, KC_GRV),
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					    [23] = ACTION_MODS_KEY(MOD_LSFT, KC_LBRC),
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					    [24] = ACTION_MODS_KEY(MOD_LSFT, KC_RBRC),
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					    [28] = ACTION_MODS_KEY(MOD_LSFT, KC_BSLS),
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					    [29] = ACTION_MODS_KEY(MOD_LSFT | MOD_RSFT, KC_PAUSE),
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					};
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