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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"))
# 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
// And I'm not familar 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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# ifdef AUDIO_ENABLE
float tone_qwerty [ ] [ 2 ] = SONG ( QWERTY_SOUND ) ;
float tone_dvorak [ ] [ 2 ] = SONG ( DVORAK_SOUND ) ;
float tone_colemak [ ] [ 2 ] = SONG ( COLEMAK_SOUND ) ;
float tone_workman [ ] [ 2 ] = SONG ( PLOVER_SOUND ) ;
float tone_hackstartup [ ] [ 2 ] = SONG ( ONE_UP_SOUND ) ;
# endif
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# ifdef FAUXCLICKY_ENABLE
float fauxclicky_pressed_note [ 2 ] = MUSICAL_NOTE ( _A6 , 2 ) ; // (_D4, 0.25);
float fauxclicky_released_note [ 2 ] = MUSICAL_NOTE ( _A6 , 2 ) ; // (_C4, 0.125);
# else
float fauxclicky_pressed [ ] [ 2 ] = SONG ( E__NOTE ( _A6 ) ) ; // change to your tastes
float fauxclicky_released [ ] [ 2 ] = SONG ( E__NOTE ( _A6 ) ) ; // change to your tastes
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# endif
bool faux_click_enabled = false ;
bool is_overwatch = false ;
# ifdef RGBLIGHT_ENABLE
bool rgb_layer_change = true ;
# endif
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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 ] ;
bool check_dtimer ( uint8_t dtimer ) {
// has the correct number of seconds elapsed (as defined by diablo_times)
return ( timer_elapsed ( diablo_timer [ dtimer ] ) < ( diablo_key_time [ dtimer ] * 1000 ) ) ? false : true ;
} ;
// 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 ) ;
}
else {
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...
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 ) ;
}
//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 :
SEND_STRING ( " 1 " ) ;
break ;
case 1 :
SEND_STRING ( " 2 " ) ;
break ;
case 2 :
SEND_STRING ( " 3 " ) ;
break ;
case 3 :
SEND_STRING ( " 4 " ) ;
break ;
}
}
}
// 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
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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 ) {
# ifdef RGBLIGHT_ENABLE
uint8_t default_layer = eeconfig_read_default_layer ( ) ;
rgblight_enable ( ) ;
if ( true ) {
if ( default_layer & ( 1UL < < _COLEMAK ) ) {
rgblight_set_magenta ;
}
else if ( default_layer & ( 1UL < < _DVORAK ) ) {
rgblight_set_green ;
}
else if ( default_layer & ( 1UL < < _WORKMAN ) ) {
rgblight_set_purple ;
}
else {
rgblight_set_teal ;
}
}
else
{
rgblight_set_red ;
rgblight_mode ( 5 ) ;
}
# endif
matrix_init_keymap ( ) ;
}
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// No global matrix scan code, so just run keymap's matix
// 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 ( ) ;
# endif
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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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void send_game_macro ( const char * str ) {
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clear_keyboard ( ) ;
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register_code ( is_overwatch ? KC_BSPC : KC_ENTER ) ;
unregister_code ( is_overwatch ? KC_BSPC : KC_ENTER ) ;
wait_ms ( 50 ) ;
send_string ( str ) ;
register_code ( KC_ENTER ) ;
unregister_code ( KC_ENTER ) ;
}
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// Sent the default layer
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void persistent_default_layer_set ( uint16_t default_layer ) {
eeconfig_update_default_layer ( default_layer ) ;
default_layer_set ( default_layer ) ;
}
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// Defines actions tor my global custom keycodes. Defined in drashna.h file
// Then runs the _keymap's recod 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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// Run custom faux click code, but only if faux clicky is enabled
# ifdef AUDIO_ENABLE
if ( ( faux_click_enabled & & keycode ! = KC_FXCL ) | | ( ! faux_click_enabled & & keycode = = KC_FXCL ) ) {
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if ( record - > event . pressed ) {
PLAY_SONG ( fauxclicky_pressed ) ;
} else {
stop_note ( NOTE_A6 ) ;
PLAY_SONG ( fauxclicky_released ) ;
}
}
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# endif //AUDIO_ENABLE
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switch ( keycode ) {
case KC_QWERTY :
if ( record - > event . pressed ) {
# ifdef AUDIO_ENABLE
PLAY_SONG ( tone_qwerty ) ;
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# endif //AUDIO_ENABLE
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persistent_default_layer_set ( 1UL < < _QWERTY ) ;
}
return false ;
break ;
case KC_COLEMAK :
if ( record - > event . pressed ) {
# ifdef AUDIO_ENABLE
PLAY_SONG ( tone_colemak ) ;
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# endif //AUDIO_ENABLE
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persistent_default_layer_set ( 1UL < < _COLEMAK ) ;
}
return false ;
break ;
case KC_DVORAK :
if ( record - > event . pressed ) {
# ifdef AUDIO_ENABLE
PLAY_SONG ( tone_dvorak ) ;
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# endif //AUDIO_ENABLE
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persistent_default_layer_set ( 1UL < < _DVORAK ) ;
}
return false ;
break ;
case KC_WORKMAN :
if ( record - > event . pressed ) {
# ifdef AUDIO_ENABLE
PLAY_SONG ( tone_workman ) ;
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# endif //AUDIO_ENABLE
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persistent_default_layer_set ( 1UL < < _WORKMAN ) ;
}
return false ;
break ;
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case LOWER :
if ( record - > event . pressed ) {
layer_on ( _LOWER ) ;
update_tri_layer ( _LOWER , _RAISE , _ADJUST ) ;
}
else {
layer_off ( _LOWER ) ;
update_tri_layer ( _LOWER , _RAISE , _ADJUST ) ;
}
return false ;
break ;
case RAISE :
if ( record - > event . pressed ) {
layer_on ( _RAISE ) ;
update_tri_layer ( _LOWER , _RAISE , _ADJUST ) ;
}
else {
layer_off ( _RAISE ) ;
update_tri_layer ( _LOWER , _RAISE , _ADJUST ) ;
}
return false ;
break ;
case ADJUST :
if ( record - > event . pressed ) {
layer_on ( _ADJUST ) ;
}
else {
layer_off ( _ADJUST ) ;
}
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 "
# endif
SS_TAP ( X_ENTER ) ) ;
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}
return false ;
break ;
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case KC_RESET : // Custom RESET code that setr RGBLights to RED
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if ( ! record - > event . pressed ) {
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# ifdef RGBLIGHT_ENABLE
rgblight_enable ( ) ;
rgblight_mode ( 1 ) ;
rgblight_setrgb ( 0xff , 0x00 , 0x00 ) ;
# endif
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 ) {
SEND_STRING ( QMK_KEYBOARD " / " QMK_KEYMAP " @ " QMK_VERSION ) ;
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}
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return false ;
break ;
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case KC_SECRET_1 . . . KC_SECRET_5 : // Custom
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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.
# if !(defined(KEYBOARD_orthodox_rev1) || defined(KEYBOARD_orthodox_rev3) || defined(KEYBOARD_ergodox_ez))
case KC_OVERWATCH : // Toggle's if we hit "ENTER" or "BACKSPACE" to input macros
if ( record - > event . pressed ) { is_overwatch = ! is_overwatch ; }
# ifdef RGBLIGHT_ENABLE
is_overwatch ? rgblight_mode ( 17 ) : rgblight_mode ( 18 ) ;
# endif //RGBLIGHT_ENABLE
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return false ;
break ;
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case KC_SALT :
if ( ! record - > event . pressed ) { send_game_macro ( " Salt, salt, salt... " ) ; }
return false ; break ;
case KC_MORESALT :
if ( ! record - > event . pressed ) { send_game_macro ( " Please sir, can I have some more salt?! " ) ; }
return false ; break ;
case KC_SALTHARD :
if ( ! record - > event . pressed ) { send_game_macro ( " Your salt only makes me harder, and even more aggressive! " ) ; }
return false ; break ;
case KC_GOODGAME :
if ( ! record - > event . pressed ) { send_game_macro ( " Good game, everyone! " ) ; }
return false ; break ;
case KC_GLHF :
if ( ! record - > event . pressed ) { send_game_macro ( " Good luck, have fun!!! " ) ; }
return false ; break ;
case KC_SYMM :
if ( ! record - > event . pressed ) { send_game_macro ( " Left click to win! " ) ; }
return false ; break ;
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case KC_JUSTGAME :
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if ( ! record - > event . pressed ) { 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. " ) ; }
return false ; break ;
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case KC_TORB :
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if ( ! record - > event . pressed ) { send_game_macro ( " That was positively riveting! " ) ; }
return false ; break ;
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case KC_AIM :
if ( ! record - > event . pressed ) {
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send_game_macro ( " That aim is absolutely amazing. It's almost like you're a machine! " ) ;
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wait_ms ( 3000 ) ;
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send_game_macro ( " Wait! That aim is TOO good! You're clearly using an aim hack! CHEATER! " ) ;
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}
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return false ; break ;
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case KC_C9 :
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if ( ! record - > event . pressed ) { send_game_macro ( " OMG!!! C9!!! " ) ; }
return false ; break ;
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case KC_GGEZ :
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if ( ! record - > event . pressed ) { send_game_macro ( " That was a fantastic game, though it was a bit easy. Try harder next time! " ) ; }
return false ; break ;
# endif // !(defined(KEYBOARD_orthodox_rev1) || defined(KEYBOARD_orthodox_rev3) || defined(KEYBOARD_ergodox_ez))
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# ifdef TAP_DANCE_ENABLE
case KC_DIABLO_CLEAR : // reset all Diable timers, disabling them
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
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case KC_FXCL :
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if ( ! record - > event . pressed ) { // Toggles the custom faux click code
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faux_click_enabled = ! faux_click_enabled ;
}
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return false ; break ;
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 ) {
layer_state_set ( layer_state ) ; // This is needed to immediately set the layer color (looks beetter)
}
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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
if ( record - > event . pressed ) { //This disrables 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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}
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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# ifdef RGBLIGHT_ENABLE
uint8_t default_layer = eeconfig_read_default_layer ( ) ;
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if ( rgb_layer_change ) {
switch ( biton32 ( state ) ) {
case _NAV :
rgblight_set_blue ;
rgblight_mode ( 1 ) ;
break ;
case _SYMB :
rgblight_set_blue ;
rgblight_mode ( 2 ) ;
break ;
case _MOUS :
rgblight_set_yellow ;
rgblight_mode ( 1 ) ;
break ;
case _MACROS :
rgblight_set_orange ;
is_overwatch ? rgblight_mode ( 17 ) : rgblight_mode ( 18 ) ;
break ;
case _MEDIA :
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rgblight_set_chartreuse ;
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rgblight_mode ( 22 ) ;
break ;
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case _GAMEPAD :
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rgblight_set_orange ;
rgblight_mode ( 17 ) ;
break ;
case _DIABLO :
rgblight_set_red ;
rgblight_mode ( 5 ) ;
break ;
case _RAISE :
rgblight_set_yellow ;
rgblight_mode ( 5 ) ;
break ;
case _LOWER :
rgblight_set_orange ;
rgblight_mode ( 5 ) ;
break ;
case _ADJUST :
rgblight_set_red ;
rgblight_mode ( 23 ) ;
break ;
case _COVECUBE :
rgblight_set_green ;
rgblight_mode ( 2 ) ;
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break ;
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default : // for any other layers, or the default layer
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if ( default_layer & ( 1UL < < _COLEMAK ) ) {
rgblight_set_magenta ;
}
else if ( default_layer & ( 1UL < < _DVORAK ) ) {
rgblight_set_green ;
}
else if ( default_layer & ( 1UL < < _WORKMAN ) ) {
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rgblight_set_goldenrod ;
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}
else {
rgblight_set_teal ;
}
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if ( biton32 ( state ) = = _MODS ) { // If the non-OSM layer is enabled, then breathe
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rgblight_mode ( 2 ) ;
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} else { // otherwise, stay solid
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rgblight_mode ( 1 ) ;
}
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break ;
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}
}
# endif
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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,
// So nothing goes here.
void led_set_user ( uint8_t usb_led ) {
led_set_keymap ( usb_led ) ;
}