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96
keyboards/atreus/keymaps/erlandsona/config.h
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96
keyboards/atreus/keymaps/erlandsona/config.h
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/*
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Copyright 2012 Jun Wako <wakojun@gmail.com>
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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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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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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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#ifndef CONFIG_H
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#define CONFIG_H
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#include "config_common.h"
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/* Make Overloaded Keys switch faster */
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#define TAPPING_TERM 150
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/* USB Device descriptor parameter */
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#define VENDOR_ID 0xFEED
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#define PRODUCT_ID 0x6060
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#define DEVICE_VER 0x0001
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#define MANUFACTURER Technomancy
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#define PRODUCT Atreus
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#define DESCRIPTION q.m.k. keyboard firmware for Atreus
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/* key matrix size */
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#define MATRIX_ROWS 4
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#define MATRIX_COLS 11
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// Change this to how you wired your keyboard
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// COLS: Left to right, ROWS: Top to bottom
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#if defined(ATREUS_ASTAR)
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# define MATRIX_ROW_PINS { D0, D1, D3, D2 }
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#if defined(PCBDOWN)
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# define MATRIX_COL_PINS { B7, D6, F7, F6, B6, D4, E6, B4, B5, C6, D7 }
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#else
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# define MATRIX_COL_PINS { D7, C6, B5, B4, E6, D4, B6, F6, F7, D6, B7 }
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#endif
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# define UNUSED_PINS
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#elif defined(ATREUS_TEENSY2)
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# define MATRIX_ROW_PINS { D0, D1, D2, D3 }
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# define MATRIX_COL_PINS { F6, F5, F4, B7, B6, B5, B4, B3, B2, B1, B0 }
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# define UNUSED_PINS
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#endif
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/* COL2ROW or ROW2COL */
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#define DIODE_DIRECTION COL2ROW
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/* define if matrix has ghost */
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//#define MATRIX_HAS_GHOST
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/* number of backlight levels */
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//#define BACKLIGHT_LEVELS 3
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/* Set 0 if debouncing isn't needed */
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#define DEBOUNCING_DELAY 5
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/* Mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap */
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#define LOCKING_SUPPORT_ENABLE
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/* Locking resynchronize hack */
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#define LOCKING_RESYNC_ENABLE
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/* key combination for command */
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#define IS_COMMAND() ( \
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keyboard_report->mods == (MOD_BIT(KC_LSHIFT) | MOD_BIT(KC_RSHIFT)) \
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)
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/*
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* Feature disable options
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* These options are also useful to firmware size reduction.
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*/
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/* disable debug print */
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//#define NO_DEBUG
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/* disable print */
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//#define NO_PRINT
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/* disable action features */
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//#define NO_ACTION_LAYER
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//#define NO_ACTION_TAPPING
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//#define NO_ACTION_ONESHOT
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//#define NO_ACTION_MACRO
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//#define NO_ACTION_FUNCTION
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#endif
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61
keyboards/atreus/keymaps/erlandsona/keymap.c
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61
keyboards/atreus/keymaps/erlandsona/keymap.c
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// this is the style you want to emulate.
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// This is the canonical layout file for the Quantum project. If you want to add another keyboard,
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#include "atreus.h"
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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// Layer names don't all need to be of the same length, obviously, and you can also skip them
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// entirely and just use numbers.
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#define BASE 0
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#define NUMS 1
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#define MOUS 2
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// Some quick aliases, just to make it look pretty
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#define _______ KC_TRNS
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#define XXXXXXX KC_NO
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[BASE] = KEYMAP( /* Qwerty */
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KC_Q , KC_W , KC_E , KC_R , KC_T , KC_Y , KC_U , KC_I , KC_O , KC_P ,
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KC_A , KC_S , KC_D , KC_F , KC_G , KC_H , KC_J , KC_K , KC_L , KC_SCLN ,
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SFT_T(KC_Z), KC_X , KC_C , KC_V , KC_B , KC_N , KC_M , KC_COMM, KC_DOT , SFT_T(KC_QUOT),
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KC_LCTL , KC_LALT, KC_LALT, KC_LGUI, KC_BSPC, KC_ESC, KC_ENT, KC_SPC, F(NUMS), KC_RALT, KC_SLSH, KC_BSLS ),
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[NUMS] = KEYMAP( /* Numbers / Arrows / Symbols */
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KC_GRV , KC_1 , KC_2 , KC_3 , KC_4 , KC_LPRN, KC_RPRN, KC_MINS, KC_EQL , KC_LBRC,
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KC_TAB , KC_5 , KC_6 , KC_7 , KC_8 , KC_LEFT, KC_DOWN, KC_UP , KC_RGHT, KC_RBRC,
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_______, KC_9 , KC_0 , KC_DOT , KC_COMM, KC_HOME, KC_PGDN, KC_PGUP, KC_END , _______,
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_______, _______, _______, _______, KC_DEL , F(MOUS), _______, _______, _______, _______, _______, _______),
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[MOUS] = KEYMAP( /* Mouse and Media Keys */
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KC_SLCK, KC_PAUSE, KC_F11 , KC_F10 , KC_F9 , KC_F8 , KC_F7 , KC_F6 , KC_F5 , KC_F4,
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KC_VOLD, KC_ACL0 , KC_ACL1, KC_ACL2, KC_VOLU, KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, KC_F3,
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KC_MUTE, KC_MPRV , KC_MPLY, KC_MNXT, KC_MUTE, KC_WH_R, KC_WH_U, KC_WH_D, KC_WH_L, KC_F2,
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_______, _______ , _______, _______, _______, _______, _______, KC_BTN1, F(BASE), RESET , KC_F12 , KC_F1)
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};
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// I prefer this layer switching strategy to the TG and MO functions.
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// so that I can get out of mouse mode just by tapping/holding my base layer FN key.
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const uint16_t PROGMEM fn_actions[] = {
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[BASE] = ACTION_LAYER_OFF(2, 1), // switch back to layer 0
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[NUMS] = ACTION_LAYER_MOMENTARY(1), // to Fn overlay
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[MOUS] = ACTION_LAYER_ON(2, 1) // switch to layer 2
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};
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const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt)
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{
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// MACRODOWN only works in this function
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switch(id) {
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case 0:
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if (record->event.pressed) {
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register_code(KC_RSFT);
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} else {
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unregister_code(KC_RSFT);
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}
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break;
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}
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return MACRO_NONE;
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};
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