* initial files for rev 6 with encoder * music map init, dip scan added * adds ws2812 driver for arm * flesh out dip and encoder support * adds default encoder res * adds default encoder res * start muse implementation * muse working with encoder as control * flip direction * try mouse wheel again * dont break other revs * dont break other revs * conditional autio * pwm ws driver (not working) * update build includes for chibios * update ws2812 driver/config * last commit for glasser code * working example * remove rgb for now * finish up rev6 * working encoder keycodes * add warnings to planck keymaps about the LAYOUT
		
			
				
	
	
		
			340 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			340 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/* Copyright 2015-2017 Jack Humbert
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 *
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 * This program is free software: you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation, either version 2 of the License, or
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 * (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
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 */
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#pragma message "You may need to add LAYOUT_planck_grid to your keymap layers - see default for an example"
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#include "planck.h"
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#include "action_layer.h"
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extern keymap_config_t keymap_config;
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bool isGame = false;
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bool isMusic = false;
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enum planck_layers {
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  _COLEMAK,
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  _GAME,
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  _MUSIC,
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  _LOWER,
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  _RAISE,
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  _ADJUST,
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};
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enum planck_keycodes {
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  COLEMAK = SAFE_RANGE,
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  GCTOGG,
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  MCTOGG,
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  LOWER,
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  RAISE,
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  LENNY,
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  COMMENTHEAD,
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  RICKANDMORT,
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  MARIO,
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  MARIOE,
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  OVERWATCH,
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  DOOM,
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  DISNEY,
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  NUMBERONE,
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  CABBAGE,
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  OLDSPICE,
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};
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enum {
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  TD_SPC_ENT = 0,
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  TD_ESC_CAPS
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};
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qk_tap_dance_action_t tap_dance_actions[] = {
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  [TD_SPC_ENT] = ACTION_TAP_DANCE_DOUBLE(KC_SPC, KC_ENT),
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  [TD_ESC_CAPS]  = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
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};
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Colemak
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 * ,-----------------------------------------------------------------------------------.
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 * | Tab  |   Q  |   W  |   F  |   P  |   G  |   J  |   L  |   U  |   Y  |   ;  |  =   |
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 * |------+------+------+------+------+-------------+------+------+------+------+------|
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 * | Esc  |   A  |   R  |   S  |   T  |   D  |   H  |   N  |   E  |   I  |   O  |  "   |
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 * |------+------+------+------+------+------|------+------+------+------+------+------|
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 * | Shift|   Z  |   X  |   C  |   V  |   B  |   K  |   M  |   ,  |   .  |   /  |  -   |
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 * |------+------+------+------+------+------+------+------+------+------+------+------|
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 * | Ctrl | GUI  | Alt  |lenny |Lower | shift|space |Raise | macro|macro2|macro3|QWERTY|
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 * `-----------------------------------------------------------------------------------'
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 */
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[_COLEMAK] = {
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  {KC_TAB,  KC_Q,    KC_W,    KC_F,    KC_P,    KC_G,    KC_J,    KC_L,    KC_U,    KC_Y,    KC_SCLN, KC_EQL},
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  {KC_ESC,  KC_A,    KC_R,    KC_S,    KC_T,    KC_D,    KC_H,    KC_N,    KC_E,    KC_I,    KC_O,    KC_QUOT},
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  {KC_LSFT, KC_Z,    KC_X,    KC_C,    KC_V,    KC_B,    KC_K,    KC_M,    KC_COMM, KC_DOT,  KC_SLSH, KC_MINS},
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  {KC_LCTL, KC_LGUI, KC_LALT, LENNY, LOWER,   RSFT_T(KC_BSPC),  TD(TD_SPC_ENT),  RAISE,   COMMENTHEAD, RICKANDMORT, KC_LEFT, KC_RGHT}
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},
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/* Lower
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 * ,-----------------------------------------------------------------------------------.
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 * |      |      |      |   [  |   ]  |      |  (   |   )  |   {  |   }  |      |  +   |
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 * |------+------+------+------+------+-------------+------+------+------+------+------|
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 * | Del  |  F1  |  F2  |  F3  |  F4  |  F5  |  F6  | left | down |  up  | right|  |   |
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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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[_LOWER] = {
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  {_______, _______, _______, KC_LBRC, KC_RBRC, _______, KC_LPRN, KC_RPRN,  KC_LCBR,    KC_RCBR, _______, S(KC_EQL)},
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  {KC_DEL,  KC_F1,   KC_F2,   KC_F3,   KC_F4,   KC_F5,   KC_F6,   KC_LEFT,    KC_DOWN,    KC_UP, KC_RGHT,   KC_PIPE},
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  {_______, KC_F7,   KC_F8,   KC_F9,   KC_F10,  KC_F11,  KC_F12,  _______,    _______,    _______, _______, KC_UNDS},
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  {_______, _______, _______, _______, _______, _______, _______, _______,    KC_MNXT,    KC_VOLD, KC_VOLU, KC_MPLY}
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},
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/* Raise
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 * ,-----------------------------------------------------------------------------------.
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 * |   `  |   !  |   @  |   #  |   $  |   %  |   ^  |   &  |   *  |   (  |   )  | DEL  |
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 * |------+------+------+------+------+-------------+------+------+------+------+------|
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 * |  ~   |   1  |   2  |   3  |   4  |   5  |   6  |   7  |   8  |   9  |   0  |  \   |
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 * |------+------+------+------+------+------|------+------+------+------+------+------|
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 * |      |      |      |      |      |      |      |      |      |      |      |      |
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 * |------+------+------+------+------+------+------+------+------+------+------+------|
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 * |      |      |      |      |      |             |      |      |  bl- |  bl+ | GCTG |
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 * `-----------------------------------------------------------------------------------'
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 */
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[_RAISE] = {
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  {KC_GRV,  KC_EXLM, KC_AT,   KC_HASH, KC_DLR,  KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN,  KC_DEL},
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  {KC_TILD, KC_1,    KC_2,    KC_3,    KC_4,    KC_5,    KC_6,    KC_7,    KC_8,    KC_9,    KC_0,    KC_BSLS},
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  {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
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  {_______, _______, _______, _______, _______, _______, _______, _______, _______, BL_DEC,  MCTOGG,  GCTOGG}
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},
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/* Adjust (Lower + Raise)
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 * ,-----------------------------------------------------------------------------------.
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 * |      | Reset|      |      |      |      |      |      |      |      |      |  Del |
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 * |------+------+------+------+------+-------------+------+------+------+------+------|
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 * |      |      |      |Aud on|Audoff|AGnorm|AGswap|Qwerty|Colemk|Dvorak|Plover|      |
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 * |------+------+------+------+------+------|------+------+------+------+------+------|
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 * |      |Voice-|Voice+|Mus on|Musoff|MIDIon|MIDIof|      |      |      |      |      |
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 * |------+------+------+------+------+------+------+------+------+------+------+------|
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 * |      |      |      |      |      |             |      |      |      |      |      |
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 * `-----------------------------------------------------------------------------------'
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 */
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[_ADJUST] = {
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  {_______, RESET,   DEBUG,    RGB_TOG, RGB_MOD, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, KC_DEL },
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  {_______, _______, MU_MOD,  AU_ON,   AU_OFF,  AG_NORM, AG_SWAP, _______,  COLEMAK, _______,  _______,  _______},
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  {_______, MUV_DE,  MUV_IN,  MU_ON,   MU_OFF,  _______, _______,  TERM_ON, TERM_OFF, _______, _______, _______},
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  {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
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},
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[_GAME] = {
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  {KC_TAB,  KC_Q,    KC_W,    KC_F,    KC_P,    KC_G,    KC_J,    KC_L,    KC_U,    KC_Y,    KC_SCLN, KC_EQL},
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  {KC_ESC,  KC_A,    KC_R,    KC_S,    KC_T,    KC_D,    KC_H,    KC_N,    KC_E,    KC_I,    KC_O,    KC_QUOT},
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  {KC_LSFT, KC_Z,    KC_X,    KC_C,    KC_V,    KC_B,    KC_K,    KC_M,    KC_COMM, KC_DOT,  KC_SLSH, KC_MINS},
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  {KC_LCTL, RAISE, KC_LALT, LOWER, KC_SPC, RSFT_T(KC_BSPC), TD(TD_SPC_ENT), RAISE, KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT}
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},
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[_MUSIC] = {
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  {MARIO,  MARIOE, OVERWATCH,  DOOM, DISNEY, NUMBERONE, CABBAGE, OLDSPICE, _______, _______, _______, _______},
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  {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
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  {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
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  {_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
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}
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};
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#ifdef AUDIO_ENABLE
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  float guitar[][2] = SONG(GUITAR_SOUND);
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  float mario[][2] = SONG(MARIO_THEME);
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  float marioe[][2] = SONG(MARIO_GAMEOVER);
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  float overwatch[][2] = SONG(OVERWATCH_THEME);
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  float doom[][2] = SONG(E1M1_DOOM);
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  float disney[][2] = SONG(DISNEY_SONG);
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  float numberone[][2] = SONG(NUMBER_ONE);
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  float cabbage[][2] = SONG(CABBAGE_SONG);
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  float oldspice[][2] = SONG(OLD_SPICE);
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#endif
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void setLayer(int layer) {
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    if (layer == _COLEMAK) {
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        #ifdef AUDIO_ENABLE
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            stop_all_notes();
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            PLAY_SONG(marioe);
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        #endif
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        set_single_persistent_default_layer(_COLEMAK);
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        #ifdef BACKLIGHT_ENABLE
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            backlight_set(0);
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        #endif
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    } else if (layer == _GAME) {
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        #ifdef AUDIO_ENABLE
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            stop_all_notes();
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            PLAY_SONG(mario);
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        #endif
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        set_single_persistent_default_layer(_GAME);
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        #ifdef BACKLIGHT_ENABLE
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            backlight_set(15);
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        #endif
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    } else if (layer == _MUSIC) {
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        #ifdef AUDIO_ENABLE
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            stop_all_notes();
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            PLAY_SONG(guitar);
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        #endif
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        set_single_persistent_default_layer(_MUSIC);
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        #ifdef BACKLIGHT_ENABLE
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            backlight_set(1);
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        #endif
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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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  switch (keycode) {
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    case COLEMAK:
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      if (record->event.pressed) {
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        set_single_persistent_default_layer(_COLEMAK);
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        #ifdef BACKLIGHT_ENABLE
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		  backlight_set(0);
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        #endif
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      }
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      return false;
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      break;
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	case GCTOGG:
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      if (record->event.pressed) {
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		  if (isGame) {
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              if (isMusic)
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                  setLayer(_MUSIC);
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              else
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                  setLayer(_COLEMAK);
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              isGame = false;
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          } else {
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              setLayer(_GAME);
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              isGame = true;
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          }
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      }
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      return false;
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      break;
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    case MCTOGG:
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        if (record->event.pressed) {
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            if (isMusic) {
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                if (isGame)
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                    setLayer(_GAME);
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                else
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                    setLayer(_COLEMAK);
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                isMusic = false;
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            } else {
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                setLayer(_MUSIC);
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                isMusic = true;
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            }
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        }
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        return false;
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        break;
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    case LOWER:
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      if (record->event.pressed) {
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        layer_on(_LOWER);
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        update_tri_layer(_LOWER, _RAISE, _ADJUST);
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      } else {
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        layer_off(_LOWER);
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        update_tri_layer(_LOWER, _RAISE, _ADJUST);
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      }
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      return false;
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      break;
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    case RAISE:
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      if (record->event.pressed) {
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        layer_on(_RAISE);
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        update_tri_layer(_LOWER, _RAISE, _ADJUST);
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      } else {
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        layer_off(_RAISE);
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        update_tri_layer(_LOWER, _RAISE, _ADJUST);
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      }
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      return false;
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      break;
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    case LENNY:
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    	if (record->event.pressed) {
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    		SEND_STRING("()");
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    	}
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    	return false; break;
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    case COMMENTHEAD:
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    	if (record->event.pressed) {
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    		SEND_STRING("// ---------------------------------------------------------------");
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    	}
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    	return false; break;
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    case RICKANDMORT:
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    	if (record->event.pressed) {
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    		SEND_STRING("// ***************************************************************");
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    	}
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    	return false; break;
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    case MARIO:
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        if(record->event.pressed) {
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          #ifdef AUDIO_ENABLE
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            PLAY_SONG(mario);
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          #endif
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        }
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        return false; break;
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      case MARIOE:
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          if(record->event.pressed) {
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            #ifdef AUDIO_ENABLE
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              PLAY_SONG(marioe);
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            #endif
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          }
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          return false; break;
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      case OVERWATCH:
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          if(record->event.pressed) {
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            #ifdef AUDIO_ENABLE
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              PLAY_SONG(overwatch);
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            #endif
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          }
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          return false; break;
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      case DOOM:
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          if(record->event.pressed) {
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            #ifdef AUDIO_ENABLE
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              PLAY_SONG(doom);
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            #endif
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          }
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          return false; break;
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      case DISNEY:
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          if(record->event.pressed) {
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            #ifdef AUDIO_ENABLE
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              PLAY_SONG(disney);
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            #endif
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          }
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          return false; break;
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      case NUMBERONE:
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          if(record->event.pressed) {
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            #ifdef AUDIO_ENABLE
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              PLAY_SONG(numberone);
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            #endif
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          }
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          return false; break;
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      case CABBAGE:
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          if(record->event.pressed) {
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            #ifdef AUDIO_ENABLE
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              PLAY_SONG(cabbage);
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            #endif
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          }
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          return false; break;
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      case OLDSPICE:
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          if(record->event.pressed) {
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            #ifdef AUDIO_ENABLE
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              PLAY_SONG(oldspice);
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            #endif
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          }
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          return false; break;
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  }
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  return true;
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}
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void matrix_init_user(void) {
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	set_single_persistent_default_layer(_COLEMAK);
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	isGame = false;
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  #ifdef BACKLIGHT_ENABLE
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        backlight_level(0);
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  #endif
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}
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