handwired/gamenum Refactor, Configurator support and readme cleanup (#4563)
* handwired/gamenum: refactor - layout macro KEYMAP renamed to LAYOUT - white space changes for alignment - default keymap - now uses #include QMK_KEYBOARD_H - updated layout macro names - white space changes (for readability) * handwired/gamenum: Configurator support * handwired/gamenum: readme cleanup - renamed file to lowercase - updated to match current QMK template more closely - edits to reflect the other changes in this PRmaster
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@ -3,19 +3,19 @@
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#include "quantum.h"
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#define KEYMAP( \
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#define LAYOUT( \
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k00, k01, k02, k03, \
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k10, k11, k12, k13, \
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k20, k21, k22, \
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k30, k31, k32, \
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k41, k42, k43 \
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k20, k21, k22, \
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k30, k31, k32, \
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k41, k42, k43 \
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) \
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{ \
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{ k00, k01, k02, k03}, \
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{ k10, k11, k12, k13}, \
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{ k20, k21, k22, KC_NO}, \
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{ k30, k31, k32, KC_NO}, \
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{ KC_NO, k41, k42, k43} \
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{ k00, k01, k02, k03 }, \
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{ k10, k11, k12, k13 }, \
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{ k20, k21, k22, KC_NO }, \
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{ k30, k31, k32, KC_NO }, \
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{ KC_NO, k41, k42, k43 } \
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}
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#endif
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@ -0,0 +1,30 @@
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{
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"keyboard_name": "gamenum",
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"url": "",
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"maintainer": "qmk",
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"width": 4,
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"height": 5,
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"layouts": {
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"LAYOUT": {
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"layout": [
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{"label":"Fn", "x":0, "y":0},
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{"label":"/", "x":1, "y":0},
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{"label":"*", "x":2, "y":0},
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{"label":"-", "x":3, "y":0},
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{"label":"7", "x":0, "y":1},
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{"label":"8", "x":1, "y":1},
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{"label":"9", "x":2, "y":1},
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{"label":"+", "x":3, "y":1, "h":2},
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{"label":"4", "x":0, "y":2},
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{"label":"5", "x":1, "y":2},
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{"label":"6", "x":2, "y":2},
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{"label":"1", "x":0, "y":3},
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{"label":"2", "x":1, "y":3},
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{"label":"3", "x":2, "y":3},
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{"label":"0", "x":0, "y":4, "w":2},
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{"label":".", "x":2, "y":4},
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{"label":"Ent", "x":3, "y":3, "h":2}
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]
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}
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}
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}
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@ -1,36 +1,32 @@
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#include "gamenum.h"
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#include "action_layer.h"
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#include "eeconfig.h"
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#include QMK_KEYBOARD_H
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#define _______ KC_TRNS
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#define DEF 0
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#define HDN 1
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#define OSY 2
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[DEF] = KEYMAP(
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KC_FN0, KC_SLSH, KC_ASTR, KC_MINS, \
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KC_7, KC_8, KC_9, KC_PLUS, \
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KC_4, KC_5, KC_6, \
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KC_1, KC_2, KC_3, \
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KC_0, KC_DOT, KC_ENT \
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),
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[HDN] = KEYMAP(
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KC_FN1, KC_1, KC_2, KC_3, \
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KC_Q, KC_W, KC_E, KC_R, \
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KC_A, KC_S, KC_D, \
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KC_Z, KC_X, KC_C, \
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KC_LSFT, KC_LALT, KC_SPC \
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),
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[OSY] = KEYMAP(
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KC_A, KC_Q, KC_1, KC_FN2, \
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KC_S, KC_W, KC_2, KC_LALT, \
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KC_D, KC_E, KC_3, \
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KC_F, KC_R, KC_4, \
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KC_SPC, KC_T, KC_TAB \
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)
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[DEF] = LAYOUT(
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KC_FN0, KC_SLSH, KC_ASTR, KC_MINS, \
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KC_7, KC_8, KC_9, KC_PLUS, \
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KC_4, KC_5, KC_6, \
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KC_1, KC_2, KC_3, \
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KC_0, KC_DOT, KC_ENT \
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),
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[HDN] = LAYOUT(
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KC_FN1, KC_1, KC_2, KC_3, \
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KC_Q, KC_W, KC_E, KC_R, \
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KC_A, KC_S, KC_D, \
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KC_Z, KC_X, KC_C, \
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KC_LSFT, KC_LALT, KC_SPC \
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),
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[OSY] = LAYOUT(
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KC_A, KC_Q, KC_1, KC_FN2, \
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KC_S, KC_W, KC_2, KC_LALT, \
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KC_D, KC_E, KC_3, \
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KC_F, KC_R, KC_4, \
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KC_SPC, KC_T, KC_TAB \
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)
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};
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@ -48,21 +44,21 @@ const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt) {
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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 KC_FN0:
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if (record->event.pressed) {
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PORTC |= (1 << 6); // PC6 goes high
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}
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break;
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if (record->event.pressed) {
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PORTC |= (1 << 6); // PC6 goes high
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}
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break;
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case KC_FN1:
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if (record->event.pressed) {
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PORTC &= ~(1 << 6); // PC6 goes high
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PORTD |= (1<<4);
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}
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break;
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if (record->event.pressed) {
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PORTC &= ~(1 << 6); // PC6 goes high
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PORTD |= (1<<4);
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}
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break;
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case KC_FN2:
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if (record->event.pressed) {
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PORTD &= ~(1 << 4); // PC6 goes high
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}
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break;
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if (record->event.pressed) {
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PORTD &= ~(1 << 4); // PC6 goes high
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}
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break;
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}
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return true;
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}
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}
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@ -1,5 +1,16 @@
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GameNum firmware
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======================
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# GameNum
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A handwired standard numpad oriented toward gaming on the go.
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Keyboard Maintainer: [The QMK Community](https://github.com/qmk)
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Hardware Supported: GameNum, Pro Micro
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Make example for this keyboard (after setting up your build environment):
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make handwired/gamenum:default
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See the [build environment setup](https://docs.qmk.fm/#/getting_started_build_tools) and the [make instructions](https://docs.qmk.fm/#/getting_started_make_guide) for more information. Brand new to QMK? Start with our [Complete Newbs Guide](https://docs.qmk.fm/#/newbs).
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## Board overview
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The GameNum was designed to facilitate the use of mechanical keys for gaming even when your packing space is limited.
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Keep in mind that the minus of the diodes should point towards the pro micros inputs.
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##LED hookup
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## LED hookup
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![led overview](http://i.imgur.com/U6m865n.jpg)
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@ -34,13 +45,13 @@ Keep in mind here that the number after the name should correspond with the numb
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Next thing to do is to add the actual layer for the keymap.
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```
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[DEF] = KEYMAP(
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KC_FN0, KC_SLSH, KC_ASTR, KC_MINS, \
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KC_7, KC_8, KC_9, KC_PLUS, \
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KC_4, KC_5, KC_6, \
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KC_1, KC_2, KC_3, \
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KC_0, KC_DOT, KC_ENT \
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)
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[DEF] = LAYOUT(
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KC_FN0, KC_SLSH, KC_ASTR, KC_MINS, \
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KC_7, KC_8, KC_9, KC_PLUS, \
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KC_4, KC_5, KC_6, \
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KC_1, KC_2, KC_3, \
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KC_0, KC_DOT, KC_ENT \
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)
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```
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This is the default layer for the gamenum. It's generally easiest to just copy this and change things as you see fit. Keep in mind that at least 1 button on the pad has to be used to switch to the next layer in the stack or you will be stuck in that layer FOREVER! D:
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Look for this piece of code:
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```
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DDRD |= (1<<4);
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PORTD &= ~(1<<4);
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DDRD |= (1<<4);
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PORTD &= ~(1<<4);
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```
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Copy it and change the letter after DDR and PORT to the letter of your pin. Change the 4 to the number of your pin. `DDRx |= (1<<y);` defines that pin as an output. `PORTx &= ~(1<<y);` sets the pin to LOW turning off the LED.
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```
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case KC_FN1:
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if (record->event.pressed) {
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PORTC &= ~(1 << 6); // PC6 goes low
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PORTD |= (1<<4); //PD4 goes high
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}
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break;
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if (record->event.pressed) {
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PORTC &= ~(1 << 6); // PC6 goes low
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PORTD |= (1<<4); //PD4 goes high
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}
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break;
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```
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This is the code for the KC_FN1 button. Notice how we check against what key is pressed in the case and then set pin C6 low and pin D4 high. Adjust this as you see fit.
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## Quantum MK Firmware
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For the full Quantum feature list, see [the parent readme.md](/docs/README.md).
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## Building
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Download or clone the whole firmware and navigate to the keyboards/handwired/gamenum folder.
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Read the README.md for the qmk repository on how to set up your developer enviroment to build your firmware with.
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Building firmware on Windows can be a bit of a hassle. Linux is a lot easier to use if you have some experience with it. A raspberry pi will already be able to build the firmware for you.
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Once your dev env is set up, you'll be able to type `make` to generate your .hex - you can then use AVRDudess to program your .hex file.
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### Default
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To build with the default keymap, simply run `make`.
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### Other Keymaps
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To build the firmware binary hex file with a keymap just do `make` with `keymap` option like:
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```
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$ make keymap=[default|jack|<name>]
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```
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Keymaps follow the format **__keymap.c__** and are stored in folders in the `keymaps` folder, eg `keymaps/my_keymap/`
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