Remove obvious user keymaps, keyboards/{s,t}* edition. (#23084)
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/* Copyright 2020 Mika Kuitunen
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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 once
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/* RGB LED count
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* No external LED PCB: 10
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* External LED PCB: 14
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*/
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#define RGBLED_NUM 14
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#define RGBLIGHT_LAYERS
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#define RGBLIGHT_SLEEP
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/* Tap dance delay in ms */
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#define TAPPING_TERM 175
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/* Copyright 2020 Mika Kuitunen
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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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#include QMK_KEYBOARD_H
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#include "keymap_finnish.h"
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enum layers {
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_BASE = 0,
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_PRPRO,
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_PRPRO2,
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};
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/* Tap Dance declarations */
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enum {
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TD_1,
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TD_2,
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TD_3,
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TD_4,
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TD_5,
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TD_6,
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TD_COMMA,
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TD_HOME,
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TD_K,
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TD_DEL,
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TD_X,
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TD_C,
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TD_V,
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TD_Z
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};
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/* Tap Dance definitions */
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tap_dance_action_t tap_dance_actions[] = {
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[TD_1] = ACTION_TAP_DANCE_DOUBLE(LCTL(KC_1), LCTL(LSFT(KC_1))),
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[TD_2] = ACTION_TAP_DANCE_DOUBLE(LCTL(KC_2), LCTL(LSFT(KC_2))),
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[TD_3] = ACTION_TAP_DANCE_DOUBLE(LCTL(KC_3), LCTL(LSFT(KC_3))),
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[TD_4] = ACTION_TAP_DANCE_DOUBLE(LCTL(KC_4), LCTL(LSFT(KC_4))),
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[TD_5] = ACTION_TAP_DANCE_DOUBLE(LCTL(KC_5), LCTL(LSFT(KC_5))),
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[TD_6] = ACTION_TAP_DANCE_DOUBLE(LCTL(KC_6), LCTL(LSFT(KC_6))),
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[TD_COMMA] = ACTION_TAP_DANCE_DOUBLE(KC_COMMA, KC_DOT),
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[TD_HOME] = ACTION_TAP_DANCE_DOUBLE(KC_HOME, KC_END),
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[TD_K] = ACTION_TAP_DANCE_DOUBLE(LCTL(KC_K), LCTL(LSFT(KC_K))),
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[TD_DEL] = ACTION_TAP_DANCE_DOUBLE(KC_DEL, LSFT(KC_DEL)),
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[TD_X] = ACTION_TAP_DANCE_DOUBLE(LCTL(KC_X), KC_S),
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[TD_C] = ACTION_TAP_DANCE_DOUBLE(LCTL(KC_C), KC_M),
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[TD_V] = ACTION_TAP_DANCE_DOUBLE(LCTL(KC_V), LCTL(KC_L)),
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[TD_Z] = ACTION_TAP_DANCE_DOUBLE(LCTL(KC_Z), LCTL(LSFT(KC_Z)))
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};
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[_BASE] = LAYOUT(
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KC_ESC, KC_0, KC_1, KC_2, KC_3, KC_4, KC_5,
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KC_Y, KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T,
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KC_H, KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G,
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KC_N, KC_LSFT, KC_Z, KC_X, KC_C, KC_V, TG(_PRPRO),
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KC_LGUI, KC_LCTL, KC_ENT,
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KC_LALT, KC_SPC, KC_ENT
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),
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[_PRPRO] = LAYOUT(
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KC_ESC, KC_M, KC_V, KC_UP, KC_A, KC_Y, KC_C,
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KC_1, KC_2, KC_LEFT, KC_DOWN, KC_RIGHT, TD(TD_Z), TD(TD_DEL),
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FI_SECT, TD(TD_HOME), KC_J, KC_K, KC_L, TD(TD_K), TG(_PRPRO2),
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KC_S, KC_LSFT, LCTL(KC_X), LCTL(KC_C), LCTL(KC_V), LCTL(KC_S), TG(_PRPRO),
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LCTL(KC_L), KC_LCTL, KC_ENT,
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KC_LALT, KC_SPC, KC_ENT
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),
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[_PRPRO2] = LAYOUT(
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KC_TRNS, KC_TRNS, TD(TD_1), TD(TD_2), TD(TD_3), TD(TD_4), TD(TD_5),
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_I, KC_O, TD(TD_COMMA), KC_TRNS, TG(_PRPRO2),
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KC_TRNS, KC_TRNS, KC_TRNS,
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KC_TRNS, KC_TRNS, KC_TRNS
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),
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};
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#ifdef ENCODER_ENABLE
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bool encoder_update_user(uint8_t index, bool clockwise) {
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if (index == 0) {
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if (clockwise) {
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tap_code(KC_MS_WH_DOWN);
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} else {
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tap_code(KC_MS_WH_UP);
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}
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}
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return true;
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}
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#endif
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#ifdef RGBLIGHT_LAYERS
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#define HUE_PRIMARY 10
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#define HSV_PRIMARY HUE_PRIMARY, 255, 255
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#define HSV_CAPS HUE_PRIMARY, 255, 64
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#define HSV_LAYER_BASE HUE_PRIMARY, 255, 64
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#define HSV_LAYER_PRPRO 213, 255, 64
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#define HSV_LAYER_PRPRO2 184, 255, 64
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const rgblight_segment_t PROGMEM ug_default_layer[] = RGBLIGHT_LAYER_SEGMENTS(
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{0, 14, HSV_PRIMARY},
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{10, 4, HSV_OFF}
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);
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const rgblight_segment_t PROGMEM ug_caps_layer[] = RGBLIGHT_LAYER_SEGMENTS(
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{11, 1, HSV_CAPS}
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);
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const rgblight_segment_t PROGMEM ug_base_layer[] = RGBLIGHT_LAYER_SEGMENTS(
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{13, 1, HSV_LAYER_BASE}
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);
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const rgblight_segment_t PROGMEM ug_prpro_layer[] = RGBLIGHT_LAYER_SEGMENTS(
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{13, 1, HSV_LAYER_PRPRO}
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);
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const rgblight_segment_t PROGMEM ug_prpro2_layer[] = RGBLIGHT_LAYER_SEGMENTS(
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{13, 1, HSV_LAYER_PRPRO2}
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);
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/* Define layer order, later layers take precedence */
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const rgblight_segment_t* const PROGMEM ug_layers[] = RGBLIGHT_LAYERS_LIST(
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ug_default_layer,
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ug_caps_layer,
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ug_base_layer,
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ug_prpro_layer,
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ug_prpro2_layer
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);
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void keyboard_post_init_user(void) {
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/* Enable the LED layers */
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rgblight_layers = ug_layers;
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rgblight_set_layer_state(0, true);
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rgblight_set_layer_state(2, true);
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}
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layer_state_t layer_state_set_user(layer_state_t state) {
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rgblight_set_layer_state(0, true);
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/* Both layers will light up if both kb layers are active */
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rgblight_set_layer_state(2, layer_state_cmp(state, 0));
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rgblight_set_layer_state(3, layer_state_cmp(state, 1));
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rgblight_set_layer_state(4, layer_state_cmp(state, 2));
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return state;
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}
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bool led_update_user(led_t led_state) {
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rgblight_set_layer_state(1, led_state.caps_lock);
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return true;
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}
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#endif
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@ -1,5 +0,0 @@
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# Ergo33 Premiere Pro Layout
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Default layout + Premiere pro editing layout for Ergo33.
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On this layout, the second and third layers are Adobe Premiere Pro hotkeys. You'll need to use [My custom shortcuts](https://github.com/kulmajaba/tunks-keyboard/blob/master/Ergo33%20prpro.kys) for it to work.
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@ -1 +0,0 @@
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TAP_DANCE_ENABLE = yes # Tap dance
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