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/*
Copyright 2017 Christopher Courtney < drashna @ live . com > @ drashna
This program is free software : you can redistribute it and / or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation , either version 2 of the License , or
( at your option ) any later version .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program . If not , see < http : //www.gnu.org/licenses/>.
*/
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# include "drashna.h"
# include "version.h"
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# if (__has_include("secrets.h") && !defined(NO_SECRETS))
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# include "secrets.h"
# else
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// `PROGMEM const char secret[][x]` may work better, but it takes up more space in the firmware
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// And I'm not familiar enough to know which is better or why...
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PROGMEM const char secret [ ] [ 64 ] = {
" test1 " ,
" test2 " ,
" test3 " ,
" test4 " ,
" test5 "
} ;
# endif
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float tone_copy [ ] [ 2 ] = SONG ( SCROLL_LOCK_ON_SOUND ) ;
float tone_paste [ ] [ 2 ] = SONG ( SCROLL_LOCK_OFF_SOUND ) ;
static uint16_t copy_paste_timer ;
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# ifdef RGBLIGHT_ENABLE
bool rgb_layer_change = true ;
# endif
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userspace_config_t userspace_config ;
// Helper Functions
void tap ( uint16_t keycode ) { register_code ( keycode ) ; unregister_code ( keycode ) ; } ;
# ifdef RGBLIGHT_ENABLE
void rgblight_sethsv_default_helper ( uint8_t index ) {
uint8_t default_layer = eeconfig_read_default_layer ( ) ;
if ( default_layer & ( 1UL < < _COLEMAK ) ) {
rgblight_sethsv_at ( 300 , 255 , 255 , index ) ;
rgblight_sethsv_at ( 300 , 255 , 255 , index ) ;
}
else if ( default_layer & ( 1UL < < _DVORAK ) ) {
rgblight_sethsv_at ( 120 , 255 , 255 , index ) ;
rgblight_sethsv_at ( 120 , 255 , 255 , index ) ;
}
else if ( default_layer & ( 1UL < < _WORKMAN ) ) {
rgblight_sethsv_at ( 43 , 255 , 255 , index ) ;
rgblight_sethsv_at ( 43 , 255 , 255 , index ) ;
}
else {
rgblight_sethsv_at ( 180 , 255 , 255 , index ) ;
rgblight_sethsv_at ( 180 , 255 , 255 , index ) ;
}
}
# endif // RGBLIGHT_ENABLE
// ========================================= TAP DANCE =========================================
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# ifdef TAP_DANCE_ENABLE
//define diablo macro timer variables
static uint16_t diablo_timer [ 4 ] ;
static uint8_t diablo_times [ ] = { 0 , 1 , 3 , 5 , 10 , 30 } ;
static uint8_t diablo_key_time [ 4 ] ;
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// has the correct number of seconds elapsed (as defined by diablo_times)
bool check_dtimer ( uint8_t dtimer ) { return ( timer_elapsed ( diablo_timer [ dtimer ] ) < ( diablo_key_time [ dtimer ] * 1000 ) ) ? false : true ; } ;
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// Cycle through the times for the macro, starting at 0, for disabled.
// Max of six values, so don't exceed
void diablo_tapdance_master ( qk_tap_dance_state_t * state , void * user_data , uint8_t diablo_key ) {
if ( state - > count > = 7 ) {
diablo_key_time [ diablo_key ] = diablo_times [ 0 ] ;
reset_tap_dance ( state ) ;
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} else {
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diablo_key_time [ diablo_key ] = diablo_times [ state - > count - 1 ] ;
}
}
// 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 ) { diablo_tapdance_master ( state , user_data , 0 ) ; }
void diablo_tapdance2 ( qk_tap_dance_state_t * state , void * user_data ) { diablo_tapdance_master ( state , user_data , 1 ) ; }
void diablo_tapdance3 ( qk_tap_dance_state_t * state , void * user_data ) { diablo_tapdance_master ( state , user_data , 2 ) ; }
void diablo_tapdance4 ( qk_tap_dance_state_t * state , void * user_data ) { diablo_tapdance_master ( state , user_data , 3 ) ; }
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//Tap Dance Definitions
qk_tap_dance_action_t tap_dance_actions [ ] = {
// tap once to disable, and more to enable timed micros
[ TD_D3_1 ] = ACTION_TAP_DANCE_FN ( diablo_tapdance1 ) ,
[ TD_D3_2 ] = ACTION_TAP_DANCE_FN ( diablo_tapdance2 ) ,
[ TD_D3_3 ] = ACTION_TAP_DANCE_FN ( diablo_tapdance3 ) ,
[ TD_D3_4 ] = ACTION_TAP_DANCE_FN ( diablo_tapdance4 ) ,
} ;
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// Sends the key press to system, but only if on the Diablo layer
void send_diablo_keystroke ( uint8_t diablo_key ) {
if ( biton32 ( layer_state ) = = _DIABLO ) {
switch ( diablo_key ) {
case 0 :
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tap ( KC_1 ) ; break ;
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case 1 :
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tap ( KC_2 ) ; break ;
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case 2 :
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tap ( KC_3 ) ; break ;
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case 3 :
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tap ( KC_4 ) ; break ;
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}
}
}
// Checks each of the 4 timers/keys to see if enough time has elapsed
// Runs the "send string" command if enough time has passed, and resets the timer.
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 ) ;
}
}
}
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# endif // TAP_DANCE_ENABLE
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// Add reconfigurable functions here, for keymap customization
// This allows for a global, userspace functions, and continued
// customization of the keymap. Use _keymap instead of _user
// functions in the keymaps
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__attribute__ ( ( weak ) )
void matrix_init_keymap ( void ) { }
__attribute__ ( ( weak ) )
void matrix_scan_keymap ( void ) { }
__attribute__ ( ( weak ) )
bool process_record_keymap ( uint16_t keycode , keyrecord_t * record ) {
return true ;
}
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__attribute__ ( ( weak ) )
uint32_t layer_state_set_keymap ( uint32_t state ) {
return state ;
}
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__attribute__ ( ( weak ) )
void led_set_keymap ( uint8_t usb_led ) { }
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// Call user matrix init, set default RGB colors and then
// call the keymap's init function
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void matrix_init_user ( void ) {
uint8_t default_layer = eeconfig_read_default_layer ( ) ;
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# ifdef RGBLIGHT_ENABLE
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rgblight_enable ( ) ;
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# endif // RGBLIGHT_ENABLE
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if ( default_layer & ( 1UL < < _COLEMAK ) ) {
# ifdef RGBLIGHT_ENABLE
rgblight_sethsv_magenta ( ) ;
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# endif // RGBLIGHT_ENABLE
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} else if ( default_layer & ( 1UL < < _DVORAK ) ) {
# ifdef RGBLIGHT_ENABLE
rgblight_sethsv_green ( ) ;
# endif // RGBLIGHT_ENABLE
} else if ( default_layer & ( 1UL < < _WORKMAN ) ) {
# ifdef RGBLIGHT_ENABLE
rgblight_sethsv_goldenrod ( ) ;
# endif // RGBLIGHT_ENABLE
} else {
# ifdef RGBLIGHT_ENABLE
rgblight_sethsv_teal ( ) ;
# endif // RGBLIGHT_ENABLE
}
userspace_config . raw = eeprom_read_byte ( EECONFIG_USERSPACE ) ;
clicky_enable = userspace_config . clicky_enable ;
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# if ( defined(UNICODE_ENABLE) || defined(UNICODEMAP_ENABLE) || defined(UCIS_ENABLE) )
set_unicode_input_mode ( UC_WINC ) ;
# endif //UNICODE_ENABLE
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matrix_init_keymap ( ) ;
}
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// No global matrix scan code, so just run keymap's matrix
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// scan function
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void matrix_scan_user ( void ) {
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# ifdef TAP_DANCE_ENABLE // Run Diablo 3 macro checking code.
run_diablo_macro_check ( ) ;
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# endif // TAP_DANCE_ENABLE
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matrix_scan_keymap ( ) ;
}
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// This block is for all of the gaming macros, as they were all doing
// the same thing, but with differring text sent.
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bool send_game_macro ( const char * str , keyrecord_t * record , bool override ) {
if ( ! record - > event . pressed | | override ) {
clear_keyboard ( ) ;
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tap ( userspace_config . is_overwatch ? KC_BSPC : KC_ENTER ) ;
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wait_ms ( 50 ) ;
send_string ( str ) ;
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wait_ms ( 50 ) ;
tap ( KC_ENTER ) ;
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}
if ( override ) wait_ms ( 3000 ) ;
return false ;
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}
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// Defines actions tor my global custom keycodes. Defined in drashna.h file
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// Then runs the _keymap's record handier if not processed here
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bool process_record_user ( uint16_t keycode , keyrecord_t * record ) {
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// If console is enabled, it will print the matrix position and status of each key pressed
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# ifdef CONSOLE_ENABLE
xprintf ( " KL: row: %u, column: %u, pressed: %u \n " , record - > event . key . col , record - > event . key . row , record - > event . pressed ) ;
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# endif //CONSOLE_ENABLE
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switch ( keycode ) {
case KC_QWERTY :
if ( record - > event . pressed ) {
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set_single_persistent_default_layer ( _QWERTY ) ;
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}
return false ;
break ;
case KC_COLEMAK :
if ( record - > event . pressed ) {
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set_single_persistent_default_layer ( _COLEMAK ) ;
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}
return false ;
break ;
case KC_DVORAK :
if ( record - > event . pressed ) {
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set_single_persistent_default_layer ( _DVORAK ) ;
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}
return false ;
break ;
case KC_WORKMAN :
if ( record - > event . pressed ) {
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set_single_persistent_default_layer ( _WORKMAN ) ;
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}
return false ;
break ;
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case KC_MAKE : // Compiles the firmware, and adds the flash command based on keyboard bootloader
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if ( ! record - > event . pressed ) {
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SEND_STRING ( " make " QMK_KEYBOARD " : " QMK_KEYMAP
# if (defined(BOOTLOADER_DFU) || defined(BOOTLOADER_LUFA_DFU) || defined(BOOTLOADER_QMK_DFU))
" :dfu "
# elif defined(BOOTLOADER_HALFKAY)
" :teensy "
# elif defined(BOOTLOADER_CATERINA)
" :avrdude "
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# endif // bootloader options
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SS_TAP ( X_ENTER ) ) ;
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}
return false ;
break ;
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case KC_RESET : // Custom RESET code that sets RGBLights to RED
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if ( ! record - > event . pressed ) {
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# ifdef RGBLIGHT_ENABLE
rgblight_enable ( ) ;
rgblight_mode ( 1 ) ;
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rgblight_setrgb_red ( ) ;
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# endif // RGBLIGHT_ENABLE
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reset_keyboard ( ) ;
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}
return false ;
break ;
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case EPRM : // Resets EEPROM
if ( record - > event . pressed ) {
eeconfig_init ( ) ;
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}
return false ;
break ;
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case VRSN : // Prints firmware version
if ( record - > event . pressed ) {
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SEND_STRING ( QMK_KEYBOARD " / " QMK_KEYMAP " @ " QMK_VERSION " , Built on: " QMK_BUILDDATE ) ;
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}
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return false ;
break ;
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case KC_SECRET_1 . . . KC_SECRET_5 : // Secrets! Externally defined strings, not stored in repo
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if ( ! record - > event . pressed ) {
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clear_oneshot_layer_state ( ONESHOT_OTHER_KEY_PRESSED ) ;
send_string_P ( secret [ keycode - KC_SECRET_1 ] ) ;
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}
return false ;
break ;
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// These are a serious of gaming macros.
// Only enables for the viterbi, basically,
// to save on firmware space, since it's limited.
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# if !(defined(KEYBOARD_orthodox_rev1) || defined(KEYBOARD_orthodox_rev3) || defined(KEYBOARD_ergodox_ez) || defined(KEYBOARD_iris_rev2))
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case KC_OVERWATCH : // Toggle's if we hit "ENTER" or "BACKSPACE" to input macros
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if ( record - > event . pressed ) { userspace_config . is_overwatch ^ = 1 ; eeprom_update_byte ( EECONFIG_USERSPACE , userspace_config . raw ) ; }
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# ifdef RGBLIGHT_ENABLE
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userspace_config . is_overwatch ? rgblight_mode ( 17 ) : rgblight_mode ( 18 ) ;
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# endif //RGBLIGHT_ENABLE
return false ; break ;
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case KC_SALT :
return send_game_macro ( " Salt, salt, salt... " , record , false ) ;
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case KC_MORESALT :
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return send_game_macro ( " Please sir, can I have some more salt?! " , record , false ) ;
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case KC_SALTHARD :
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return send_game_macro ( " Your salt only makes me harder, and even more aggressive! " , record , false ) ;
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case KC_GOODGAME :
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return send_game_macro ( " Good game, everyone! " , record , false ) ;
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case KC_GLHF :
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return send_game_macro ( " Good luck, have fun!!! " , record , false ) ;
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case KC_SYMM :
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return send_game_macro ( " Left click to win! " , record , false ) ;
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case KC_JUSTGAME :
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return send_game_macro ( " 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. " , record , false ) ;
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case KC_TORB :
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return send_game_macro ( " That was positively riveting! " , record , false ) ;
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case KC_AIM :
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send_game_macro ( " That aim is absolutely amazing. It's almost like you're a machine! " , record , true ) ;
return send_game_macro ( " Wait! That aim is TOO good! You're clearly using an aim hack! CHEATER! " , record , false ) ;
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case KC_C9 :
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return send_game_macro ( " OMG!!! C9!!! " , record , false ) ;
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case KC_GGEZ :
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return send_game_macro ( " That was a fantastic game, though it was a bit easy. Try harder next time! " , record , false ) ;
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# endif // !(defined(KEYBOARD_orthodox_rev1) || defined(KEYBOARD_orthodox_rev3) || defined(KEYBOARD_ergodox_ez))
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# ifdef TAP_DANCE_ENABLE
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case KC_DIABLO_CLEAR : // reset all Diablo timers, disabling them
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if ( record - > event . pressed ) {
uint8_t dtime ;
for ( dtime = 0 ; dtime < 4 ; dtime + + ) {
diablo_key_time [ dtime ] = diablo_times [ 0 ] ;
}
}
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return false ; break ;
# endif // TAP_DANCE_ENABLE
case KC_RGB_T : // This allows me to use underglow as layer indication, or as normal
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# ifdef RGBLIGHT_ENABLE
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if ( record - > event . pressed ) {
rgb_layer_change = ! rgb_layer_change ;
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if ( rgb_layer_change ) {
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layer_state_set ( layer_state ) ; // This is needed to immediately set the layer color (looks better)
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}
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}
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# endif // RGBLIGHT_ENABLE
return false ; break ;
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# ifdef RGBLIGHT_ENABLE
case RGB_MODE_FORWARD . . . RGB_MODE_GRADIENT : // quantum_keycodes.h L400 for definitions
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if ( record - > event . pressed ) { //This disables layer indication, as it's assumed that if you're changing this ... you want that disabled
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rgb_layer_change = false ;
}
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return true ; break ;
# endif // RGBLIGHT_ENABLE
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case KC_CCCV : // One key copy/paste
if ( record - > event . pressed ) {
copy_paste_timer = timer_read ( ) ;
} else {
if ( timer_elapsed ( copy_paste_timer ) > TAPPING_TERM ) { // Hold, copy
register_code ( KC_LCTL ) ;
tap ( KC_C ) ;
unregister_code ( KC_LCTL ) ;
# ifdef AUDIO_ENABLE
PLAY_SONG ( tone_copy ) ;
# endif
} else { // Tap, paste
register_code ( KC_LCTL ) ;
tap ( KC_V ) ;
unregister_code ( KC_LCTL ) ;
# ifdef AUDIO_ENABLE
PLAY_SONG ( tone_paste ) ;
# endif
}
}
return false ;
break ;
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case CLICKY_TOGGLE :
userspace_config . clicky_enable = clicky_enable ;
eeprom_update_byte ( EECONFIG_USERSPACE , userspace_config . raw ) ;
break ;
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# ifdef UNICODE_ENABLE
case UC_FLIP : // (╯°□°)╯ ︵ ┻━┻
if ( record - > event . pressed ) {
register_code ( KC_RSFT ) ;
tap ( KC_9 ) ;
unregister_code ( KC_RSFT ) ;
process_unicode ( ( 0x256F | QK_UNICODE ) , record ) ; // Arm
process_unicode ( ( 0x00B0 | QK_UNICODE ) , record ) ; // Eye
process_unicode ( ( 0x25A1 | QK_UNICODE ) , record ) ; // Mouth
process_unicode ( ( 0x00B0 | QK_UNICODE ) , record ) ; // Eye
register_code ( KC_RSFT ) ;
tap ( KC_0 ) ;
unregister_code ( KC_RSFT ) ;
process_unicode ( ( 0x256F | QK_UNICODE ) , record ) ; // Arm
tap ( KC_SPC ) ;
process_unicode ( ( 0x0361 | QK_UNICODE ) , record ) ; // Flippy
tap ( KC_SPC ) ;
process_unicode ( ( 0x253B | QK_UNICODE ) , record ) ; // Table
process_unicode ( ( 0x2501 | QK_UNICODE ) , record ) ; // Table
process_unicode ( ( 0x253B | QK_UNICODE ) , record ) ; // Table
}
return false ;
break ;
# endif // UNICODE_ENABLE
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}
return process_record_keymap ( keycode , record ) ;
}
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// Runs state check and changes underglow color and animation
// on layer change, no matter where the change was initiated
// Then runs keymap's layer change check
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uint32_t layer_state_set_user ( uint32_t state ) {
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uint8_t default_layer = eeconfig_read_default_layer ( ) ;
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state = update_tri_layer_state ( state , _RAISE , _LOWER , _ADJUST ) ;
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switch ( biton32 ( state ) ) {
case _NAV :
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) {
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rgblight_sethsv_blue ( ) ;
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rgblight_mode ( 1 ) ;
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}
# endif // RGBLIGHT_ENABLE
break ;
case _SYMB :
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) {
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rgblight_sethsv_blue ( ) ;
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rgblight_mode ( 2 ) ;
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}
# endif // RGBLIGHT_ENABLE
break ;
case _MOUS :
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) {
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rgblight_sethsv_yellow ( ) ;
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rgblight_mode ( 1 ) ;
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}
# endif // RGBLIGHT_ENABLE
break ;
case _MACROS :
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) {
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rgblight_sethsv_orange ( ) ;
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userspace_config . is_overwatch ? rgblight_mode ( 17 ) : rgblight_mode ( 18 ) ;
}
# endif // RGBLIGHT_ENABLE
break ;
case _MEDIA :
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) {
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rgblight_sethsv_chartreuse ( ) ;
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rgblight_mode ( 22 ) ;
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}
# endif // RGBLIGHT_ENABLE
break ;
case _GAMEPAD :
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) {
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rgblight_sethsv_orange ( ) ;
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rgblight_mode ( 17 ) ;
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}
# endif // RGBLIGHT_ENABLE
break ;
case _DIABLO :
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) {
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rgblight_sethsv_red ( ) ;
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rgblight_mode ( 5 ) ;
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}
# endif // RGBLIGHT_ENABLE
break ;
case _RAISE :
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) {
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rgblight_sethsv_yellow ( ) ;
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rgblight_mode ( 5 ) ;
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}
# endif // RGBLIGHT_ENABLE
break ;
case _LOWER :
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) {
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rgblight_sethsv_orange ( ) ;
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rgblight_mode ( 5 ) ;
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}
# endif // RGBLIGHT_ENABLE
break ;
case _ADJUST :
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) {
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rgblight_sethsv_red ( ) ;
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rgblight_mode ( 23 ) ;
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}
# endif // RGBLIGHT_ENABLE
break ;
case _COVECUBE :
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) {
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rgblight_sethsv_green ( ) ;
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rgblight_mode ( 2 ) ;
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}
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# endif // RGBLIGHT_ENABLE
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break ;
default : // for any other layers, or the default layer
if ( default_layer & ( 1UL < < _COLEMAK ) ) {
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) { rgblight_sethsv_magenta ( ) ; }
# endif // RGBLIGHT_ENABLE
}
else if ( default_layer & ( 1UL < < _DVORAK ) ) {
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) { rgblight_sethsv_green ( ) ; }
# endif // RGBLIGHT_ENABLE
}
else if ( default_layer & ( 1UL < < _WORKMAN ) ) {
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) { rgblight_sethsv_goldenrod ( ) ; }
# endif // RGBLIGHT_ENABLE
}
else {
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) { rgblight_sethsv_teal ( ) ; }
# endif // RGBLIGHT_ENABLE
}
if ( biton32 ( state ) = = _MODS ) { // If the non-OSM layer is enabled, then breathe
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) { rgblight_mode ( 2 ) ; }
# endif // RGBLIGHT_ENABLE
} else { // otherwise, stay solid
# ifdef RGBLIGHT_ENABLE
if ( rgb_layer_change ) { rgblight_mode ( 1 ) ; }
# endif // RGBLIGHT_ENABLE
}
break ;
}
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return layer_state_set_keymap ( state ) ;
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}
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// Any custom LED code goes here.
// So far, I only have keyboard specific code,
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// So nothing goes here.
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void led_set_user ( uint8_t usb_led ) {
led_set_keymap ( usb_led ) ;
}