* Add woodpad * Cleanup * Remove misc layouts for woodpad * Move woodpad to handwired * Updated RGB Underglow info * Cleanup macros * Fix odd merge issue * Tweaked RGB lighting stuff * Start to merge orthodox/ergodox keymaps (persistant layers) * Add forced NKRO * Added Colemak and Dvorak layers to default orthodox keymap * Added default layer (qwerty/colemak/dvorak) detection to RGB Underglow * Updated macros and added workman keymaps * Fixed RGB lighting for Workman layout * Add leader keys * Remove force NKRO * Add Viterbi one handed layout and minor tweaks to others
		
			
				
	
	
		
			413 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			413 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include "viterbi.h"
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#include "action_layer.h"
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#include "eeconfig.h"
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extern keymap_config_t keymap_config;
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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// Layer names don't all need to be of the same length, obviously, and you can also skip them
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// entirely and just use numbers.
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#define _NUMNAV   0
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#define _DIABLO   1
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#define _MACROS   2
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#define _GAMEPAD  3
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#define _MEDIA    4
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enum custom_keycodes {
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    KC_DIABLO_CLEAR = SAFE_RANGE,
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    KC_P00,
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    KC_OVERWATCH,
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    KC_SALT,
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    KC_MORESALT,
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    KC_SALTHARD,
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    KC_GOODGAME,
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    KC_SYMM,
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    KC_DOOMFIST,
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    KC_JUSTGAME,
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    KC_GLHF,
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    KC_TORB
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};
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// Fillers to make layering more clear
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#define _______ KC_TRNS
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#define XXXXXXX KC_NO
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#define MACROS  TG(_MACROS)
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#define DIABLO  TG(_DIABLO)
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#define GAMEPAD TG(_GAMEPAD)
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#define MEDIA   TG(_MEDIA)
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bool is_overwatch = false;
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//This is both for underglow, and Diablo 3 macros
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static uint8_t current_layer = 0;
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bool has_layer_changed = true;
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#define rgblight_set_blue     rgblight_sethsv (0xFF, 0xFF, 0xFF);
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#define rgblight_set_red      rgblight_sethsv(0x00, 0xFF, 0xFF);
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#define rgblight_set_green    rgblight_sethsv (0x78, 0xFF, 0xFF);
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#define rgblight_set_orange   rgblight_sethsv (0x1E, 0xFF, 0xFF);
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#define rgblight_set_teal     rgblight_sethsv (0xC3, 0xFF, 0xFF);
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#define rgblight_set_magenta  rgblight_sethsv (0x12C, 0xFF, 0xFF);
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#define rgblight_set_urine    rgblight_sethsv (0x3C, 0xFF, 0xFF);
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#define rgblight_set_purple   rgblight_sethsv (0x10E, 0xFF, 0xFF);
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#ifdef TAP_DANCE_ENABLE
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//define diablo macro timer variables
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static uint16_t diablo_timer[4];
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static uint8_t diablo_times[] = { 0, 1, 3, 5, 10, 30 };
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static uint8_t diablo_key_time[4];
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bool check_dtimer(uint8_t dtimer) {
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    // has the correct number of seconds elapsed (as defined by diablo_times)
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    return (timer_elapsed(diablo_timer[dtimer]) < (diablo_key_time[dtimer] * 1000)) ? false : true;
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};
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enum {
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    TD_DIABLO_1 = 0,
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    TD_DIABLO_2,
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    TD_DIABLO_3,
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    TD_DIABLO_4
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};
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// Cycle through the times for the macro, starting at 0, for disabled.
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// Max of six values, so don't exceed
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void diablo_tapdance_master(qk_tap_dance_state_t *state, void *user_data, uint8_t diablo_key) {
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    if (state->count >= 7) {
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        diablo_key_time[diablo_key] = diablo_times[0];
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        reset_tap_dance(state);
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    }
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    else {
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        diablo_key_time[diablo_key] = diablo_times[state->count - 1];
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    }
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}
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// Would rather have one function for all of this, but no idea how to do that...
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void diablo_tapdance1(qk_tap_dance_state_t *state, void *user_data) {
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    diablo_tapdance_master(state, user_data, 0);
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}
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void diablo_tapdance2(qk_tap_dance_state_t *state, void *user_data) {
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    diablo_tapdance_master(state, user_data, 1);
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}
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void diablo_tapdance3(qk_tap_dance_state_t *state, void *user_data) {
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    diablo_tapdance_master(state, user_data, 2);
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}
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void diablo_tapdance4(qk_tap_dance_state_t *state, void *user_data) {
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    diablo_tapdance_master(state, user_data, 3);
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}
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//Tap Dance Definitions
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qk_tap_dance_action_t tap_dance_actions[] = {
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    // tap once to disable, and more to enable timed micros
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    [TD_DIABLO_1] = ACTION_TAP_DANCE_FN(diablo_tapdance1),
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    [TD_DIABLO_2] = ACTION_TAP_DANCE_FN(diablo_tapdance2),
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    [TD_DIABLO_3] = ACTION_TAP_DANCE_FN(diablo_tapdance3),
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    [TD_DIABLO_4] = ACTION_TAP_DANCE_FN(diablo_tapdance4),
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};
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#endif
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* QWERTY
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 * ,------------------------------------------------.      ,------------------------------------------------.
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 * |  Ins |   `  |   1  |   2  |   3  |   4  |   5  |      |   6  |   7  |   8  |   9  |   0  | Bksp | Del  |
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 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
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 * |   -  | Tab  |   Q  |   W  |   E  |   R  |   T  |      |   Y  |   U  |   I  |   O  |   P  |   [  |   ]  |
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 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
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 * |   =  | Esc  |   A  |   S  |   D  |   F  |   G  |      |   H  |   J  |   K  |   L  |   ;  |   "  |Enter |
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 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
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 * | Pg Up| Shift|   Z  |   X  |   C  |   V  |   B  |      |   N  |   M  |   ,  |   .  |   /  | Home | End  |
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 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
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 * | Pg Dn|Adjust| Ctrl | Alt  | GUI  |Lower |Space |      |Space |Raise | Left | Down |  Up  | Right|   \  |
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 * `------------------------------------------------'      `------------------------------------------------'
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 */
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  [_NUMNAV] = KEYMAP(
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      MACROS,  DIABLO,  GAMEPAD, KC_NLCK, KC_SCLK, KC_PTSC, KC_PSLS,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      MEDIA,   XXXXXXX, XXXXXXX, KC_P7,   KC_P8,   KC_P9,   KC_PAST,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      KC_HOME, KC_DEL,  KC_PGUP, KC_P4,   KC_P5,   KC_P6,   KC_PMNS,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      KC_END,  KC_UP,   KC_PGDN, KC_P1,   KC_P2,   KC_P3,   KC_PPLS,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      KC_LEFT, KC_DOWN, KC_RGHT, KC_P0,   KC_P00,  KC_PDOT, KC_PENT,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
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  ),
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/* Lower
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 * ,------------------------------------------------.      ,------------------------------------------------.
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 * |      |   ~  |  F1  |  F3  |  F3  |  F4  |  F5  |      |  F6  |  F7  |  F8  |  F9  | F10  | F11  | F12  |
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 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
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 * |   _  |      |   !  |   @  |   #  |   $  |   %  |      |   ^  |   &  |   *  |   (  |   )  |   {  |   }  |
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 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
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 * |   +  |      |  F1  |  F2  |  F3  |  F4  |  F5  |      |  F6  |   _  |   +  |   {  |   }  |      |      |
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 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
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 * |      |      |  F7  |  F8  |  F9  |  F10 |  F11 |      |  F12 |      |      |      |      |      |      |
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 * |------+------+------+------+------+------+------|      |------+------+------+------+------+------+------|
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 * |      |      |      |      |      |      |      |      |      |      | Next | Vol- | Vol+ | Play |      |
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 * `------------------------------------------------'      `------------------------------------------------'
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 */
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  [_DIABLO] = KEYMAP(
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
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  ),
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  [_MACROS] = KEYMAP(
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
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  ),
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  [_MEDIA] = KEYMAP(
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, \
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      _______, _______, _______, _______, _______, _______, _______,          XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX, XXXXXXX \
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  )
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};
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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    uint16_t kc;
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    if (is_overwatch) {
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        kc = KC_BSPC;
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    }
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    else {
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        kc = KC_ENTER;
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    }
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    switch (keycode) {
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#ifdef TAP_DANCE_ENABLE
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    case KC_DIABLO_CLEAR:  // reset all Diable timers, disabling them
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        if (record->event.pressed) {
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            uint8_t dtime;
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            for (dtime = 0; dtime < 4; dtime++) {
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                diablo_key_time[dtime] = diablo_times[0];
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            }
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        }
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        return false;
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        break;
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#endif
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    case KC_P00:
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        if (!record->event.pressed) {
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            register_code(KC_P0);
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            unregister_code(KC_P0);
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            register_code(KC_P0);
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            unregister_code(KC_P0);
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        }
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        return false;
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        break;
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    case KC_OVERWATCH:  // reset all Diable timers, disabling them
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        if (record->event.pressed) {
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            is_overwatch = !is_overwatch;
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            has_layer_changed = true;
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        }
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        return false;
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        break;
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    case KC_SALT:
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        if (!record->event.pressed) {
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            register_code(kc);
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            unregister_code(kc);
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            _delay_ms(50);
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            SEND_STRING("Salt, salt, salt...");
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            register_code(KC_ENTER);
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            unregister_code(KC_ENTER);
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        }
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        return false;
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        break;
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    case KC_MORESALT:
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        if (!record->event.pressed) {
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            register_code(kc);
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            unregister_code(kc);
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            _delay_ms(50);
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            SEND_STRING("Please sir, can I have some more salt?!");
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            register_code(KC_ENTER);
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            unregister_code(KC_ENTER);
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        }
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        return false;
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        break;
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    case KC_SALTHARD:
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        if (!record->event.pressed) {
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            register_code(kc);
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            unregister_code(kc);
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            _delay_ms(50);
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            SEND_STRING("Your salt only makes my penis that much harder, and even more aggressive!");
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            register_code(KC_ENTER);
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            unregister_code(KC_ENTER);
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        }
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        return false;
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        break;
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    case KC_GOODGAME:
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        if (!record->event.pressed) {
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            register_code(kc);
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            unregister_code(kc);
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            _delay_ms(50);
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            SEND_STRING("Good game, everyone!");
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            register_code(KC_ENTER);
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            unregister_code(KC_ENTER);
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        }
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        return false;
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        break;
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    case KC_GLHF:
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        if (!record->event.pressed) {
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            register_code(kc);
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            unregister_code(kc);
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            _delay_ms(50);
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            SEND_STRING("Good luck, have fun!!!");
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            register_code(KC_ENTER);
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            unregister_code(KC_ENTER);
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        }
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        return false;
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        break;
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    case KC_SYMM:
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        if (!record->event.pressed) {
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            register_code(kc);
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            unregister_code(kc);
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            _delay_ms(50);
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            SEND_STRING("Left click to win!");
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            register_code(KC_ENTER);
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            unregister_code(KC_ENTER);
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        }
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        return false;
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        break;
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    case KC_DOOMFIST:
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        if (!record->event.pressed) {
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            register_code(kc);
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            unregister_code(kc);
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            _delay_ms(50);
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            SEND_STRING("Hey, look at me.  I'm Doomfist, and I'm overpowered!  All I do is spam punches all day!   I'm DPS, tank and defense, rolled into one! All I need is team healing to be complete!");
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            register_code(KC_ENTER);
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            unregister_code(KC_ENTER);
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        }
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        return false;
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        break;
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    case KC_JUSTGAME:
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        if (!record->event.pressed) {
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            register_code(kc);
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            unregister_code(kc);
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            _delay_ms(50);
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            SEND_STRING("It may be a game, but if you don't want to actually try, please go play AI, so that people that actually want to take the game seriously and \"get good\" have a place to do so without trolls like you throwing games.");
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            register_code(KC_ENTER);
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            unregister_code(KC_ENTER);
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        }
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        return false;
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        break;
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    case KC_TORB:
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        if (!record->event.pressed) {
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            register_code(kc);
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            unregister_code(kc);
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            _delay_ms(50);
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            SEND_STRING("That was positively riveting!");
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            register_code(KC_ENTER);
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            unregister_code(KC_ENTER);
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        }
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        return false;
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        break;
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    }
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    return true;
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}
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#ifdef TAP_DANCE_ENABLE
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// Sends the key press to system, but only if on the Diablo layer
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void send_diablo_keystroke(uint8_t diablo_key) {
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    if (current_layer == _DIABLO) {
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        switch (diablo_key) {
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        case 0:
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            SEND_STRING("1");
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            break;
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        case 1:
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            SEND_STRING("2");
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            break;
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        case 2:
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            SEND_STRING("3");
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            break;
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        case 3:
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            SEND_STRING("4");
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            break;
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        }
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    }
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}
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// Checks each of the 4 timers/keys to see if enough time has elapsed
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// Runs the "send string" command if enough time has passed, and resets the timer.
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						|
void run_diablo_macro_check(void) {
 | 
						|
    uint8_t dtime;
 | 
						|
 | 
						|
    for (dtime = 0; dtime < 4; dtime++) {
 | 
						|
        if (check_dtimer(dtime) && diablo_key_time[dtime]) {
 | 
						|
            diablo_timer[dtime] = timer_read();
 | 
						|
            send_diablo_keystroke(dtime);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
}
 | 
						|
#endif
 | 
						|
 | 
						|
 | 
						|
void matrix_scan_user(void) {  // runs frequently to update info
 | 
						|
    uint8_t layer = biton32(layer_state);
 | 
						|
 | 
						|
    if (layer != current_layer) {
 | 
						|
        has_layer_changed = true;
 | 
						|
        current_layer = layer;
 | 
						|
    }
 | 
						|
    // Check layer, and apply color if its changed since last check
 | 
						|
    if (has_layer_changed) {
 | 
						|
 | 
						|
        switch (layer) {
 | 
						|
        case _NUMNAV:
 | 
						|
            rgblight_set_teal;
 | 
						|
            rgblight_mode(2);
 | 
						|
            break;
 | 
						|
        case _MACROS:
 | 
						|
            rgblight_set_orange;
 | 
						|
            if (is_overwatch) {
 | 
						|
                rgblight_mode(17); 
 | 
						|
            }
 | 
						|
            else {
 | 
						|
                rgblight_mode(18);
 | 
						|
            }
 | 
						|
            break;
 | 
						|
        case _DIABLO:
 | 
						|
            rgblight_set_red;
 | 
						|
            rgblight_mode(5);
 | 
						|
            break;
 | 
						|
        case _GAMEPAD:
 | 
						|
            rgblight_set_urine;
 | 
						|
            rgblight_mode(1);
 | 
						|
            break;
 | 
						|
        case _MEDIA:
 | 
						|
            rgblight_set_blue;
 | 
						|
            rgblight_mode(1);
 | 
						|
            break;
 | 
						|
        }
 | 
						|
        has_layer_changed = false;
 | 
						|
    }
 | 
						|
 | 
						|
#ifdef TAP_DANCE_ENABLE
 | 
						|
    // Run Diablo 3 macro checking code.
 | 
						|
    run_diablo_macro_check();
 | 
						|
#endif
 | 
						|
}; |