New keymap and more songs (#2609)
* Added some new songs and my own keymap * Made Dodger keymap safe to use with backlight disabled * edited layer switching and added more songs * changed keymap to lowercase
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5 changed files with 641 additions and 4 deletions
338
keyboards/planck/keymaps/dodger/keymap.c
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338
keyboards/planck/keymaps/dodger/keymap.c
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/* Copyright 2015-2017 Jack Humbert
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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 "planck.h"
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#include "action_layer.h"
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extern keymap_config_t keymap_config;
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bool isGame = false;
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bool isMusic = false;
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enum planck_layers {
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_COLEMAK,
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_GAME,
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_MUSIC,
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_LOWER,
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_RAISE,
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_ADJUST,
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};
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enum planck_keycodes {
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COLEMAK = SAFE_RANGE,
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GCTOGG,
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MCTOGG,
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LOWER,
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RAISE,
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LENNY,
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COMMENTHEAD,
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RICKANDMORT,
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MARIO,
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MARIOE,
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OVERWATCH,
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DOOM,
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DISNEY,
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NUMBERONE,
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CABBAGE,
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OLDSPICE,
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};
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enum {
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TD_SPC_ENT = 0,
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TD_ESC_CAPS
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};
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qk_tap_dance_action_t tap_dance_actions[] = {
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[TD_SPC_ENT] = ACTION_TAP_DANCE_DOUBLE(KC_SPC, KC_ENT),
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[TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
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};
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Colemak
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* ,-----------------------------------------------------------------------------------.
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* | Tab | Q | W | F | P | G | J | L | U | Y | ; | = |
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* |------+------+------+------+------+-------------+------+------+------+------+------|
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* | Esc | A | R | S | T | D | H | N | E | I | O | " |
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* |------+------+------+------+------+------|------+------+------+------+------+------|
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* | Shift| Z | X | C | V | B | K | M | , | . | / | - |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | Ctrl | GUI | Alt |lenny |Lower | shift|space |Raise | macro|macro2|macro3|QWERTY|
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* `-----------------------------------------------------------------------------------'
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*/
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[_COLEMAK] = {
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{KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_EQL},
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{KC_ESC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT},
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{KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_MINS},
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{KC_LCTL, KC_LGUI, KC_LALT, LENNY, LOWER, RSFT_T(KC_BSPC), TD(TD_SPC_ENT), RAISE, COMMENTHEAD, RICKANDMORT, KC_LEFT, KC_RGHT}
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},
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/* Lower
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* ,-----------------------------------------------------------------------------------.
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* | | | | [ | ] | | ( | ) | { | } | | + |
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* |------+------+------+------+------+-------------+------+------+------+------+------|
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* | Del | F1 | F2 | F3 | F4 | F5 | F6 | left | down | up | right| | |
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* |------+------+------+------+------+------|------+------+------+------+------+------|
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* | | F7 | F8 | F9 | F10 | F11 | F12 | | | | | _ |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | | | | | | | | Next | Vol- | Vol+ | Play |
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* `-----------------------------------------------------------------------------------'
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*/
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[_LOWER] = {
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{_______, _______, _______, KC_LBRC, KC_RBRC, _______, KC_LPRN, KC_RPRN, KC_LCBR, KC_RCBR, _______, S(KC_EQL)},
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{KC_DEL, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT, KC_PIPE},
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{_______, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, _______, _______, _______, KC_UNDS},
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{_______, _______, _______, _______, _______, _______, _______, _______, KC_MNXT, KC_VOLD, KC_VOLU, KC_MPLY}
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},
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/* Raise
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* ,-----------------------------------------------------------------------------------.
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* | ` | ! | @ | # | $ | % | ^ | & | * | ( | ) | DEL |
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* |------+------+------+------+------+-------------+------+------+------+------+------|
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* | ~ | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | \ |
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* |------+------+------+------+------+------|------+------+------+------+------+------|
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* | | | | | | | | | | | | |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | | | | | | | | | bl- | bl+ | GCTG |
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* `-----------------------------------------------------------------------------------'
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*/
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[_RAISE] = {
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{KC_GRV, KC_EXLM, KC_AT, KC_HASH, KC_DLR, KC_PERC, KC_CIRC, KC_AMPR, KC_ASTR, KC_LPRN, KC_RPRN, KC_DEL},
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{KC_TILD, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_BSLS},
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{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
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{_______, _______, _______, _______, _______, _______, _______, _______, _______, BL_DEC, MCTOGG, GCTOGG}
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},
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/* Adjust (Lower + Raise)
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* ,-----------------------------------------------------------------------------------.
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* | | Reset| | | | | | | | | | Del |
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* |------+------+------+------+------+-------------+------+------+------+------+------|
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* | | | |Aud on|Audoff|AGnorm|AGswap|Qwerty|Colemk|Dvorak|Plover| |
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* |------+------+------+------+------+------|------+------+------+------+------+------|
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* | |Voice-|Voice+|Mus on|Musoff|MIDIon|MIDIof| | | | | |
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* |------+------+------+------+------+------+------+------+------+------+------+------|
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* | | | | | | | | | | | |
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* `-----------------------------------------------------------------------------------'
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*/
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[_ADJUST] = {
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{_______, RESET, DEBUG, RGB_TOG, RGB_MOD, RGB_HUI, RGB_HUD, RGB_SAI, RGB_SAD, RGB_VAI, RGB_VAD, KC_DEL },
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{_______, _______, MU_MOD, AU_ON, AU_OFF, AG_NORM, AG_SWAP, _______, COLEMAK, _______, _______, _______},
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{_______, MUV_DE, MUV_IN, MU_ON, MU_OFF, _______, _______, TERM_ON, TERM_OFF, _______, _______, _______},
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{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
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},
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[_GAME] = {
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{KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_EQL},
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{KC_ESC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT},
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{KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_MINS},
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{KC_LCTL, RAISE, KC_LALT, LOWER, KC_SPC, RSFT_T(KC_BSPC), TD(TD_SPC_ENT), RAISE, KC_LEFT, KC_DOWN, KC_UP, KC_RIGHT}
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},
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[_MUSIC] = {
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{MARIO, MARIOE, OVERWATCH, DOOM, DISNEY, NUMBERONE, CABBAGE, OLDSPICE, _______, _______, _______, _______},
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{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
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{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______},
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{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
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}
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};
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#ifdef AUDIO_ENABLE
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float guitar[][2] = SONG(GUITAR_SOUND);
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float mario[][2] = SONG(MARIO_THEME);
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float marioe[][2] = SONG(MARIO_GAMEOVER);
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float overwatch[][2] = SONG(OVERWATCH_THEME);
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float doom[][2] = SONG(E1M1_DOOM);
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float disney[][2] = SONG(DISNEY_SONG);
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float numberone[][2] = SONG(NUMBER_ONE);
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float cabbage[][2] = SONG(CABBAGE_SONG);
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float oldspice[][2] = SONG(OLD_SPICE);
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#endif
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void setLayer(int layer) {
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if (layer == _COLEMAK) {
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#ifdef AUDIO_ENABLE
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stop_all_notes();
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PLAY_SONG(marioe);
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#endif
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set_single_persistent_default_layer(_COLEMAK);
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#ifdef BACKLIGHT_ENABLE
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backlight_set(0);
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#endif
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} else if (layer == _GAME) {
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#ifdef AUDIO_ENABLE
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stop_all_notes();
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PLAY_SONG(mario);
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#endif
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set_single_persistent_default_layer(_GAME);
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#ifdef BACKLIGHT_ENABLE
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backlight_set(15);
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#endif
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} else if (layer == _MUSIC) {
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#ifdef AUDIO_ENABLE
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stop_all_notes();
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PLAY_SONG(guitar);
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#endif
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set_single_persistent_default_layer(_MUSIC);
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#ifdef BACKLIGHT_ENABLE
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backlight_set(1);
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#endif
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}
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}
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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 COLEMAK:
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if (record->event.pressed) {
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set_single_persistent_default_layer(_COLEMAK);
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#ifdef BACKLIGHT_ENABLE
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backlight_set(0);
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#endif
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}
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return false;
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break;
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case GCTOGG:
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if (record->event.pressed) {
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if (isGame) {
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if (isMusic)
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setLayer(_MUSIC);
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else
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setLayer(_COLEMAK);
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isGame = false;
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} else {
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setLayer(_GAME);
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isGame = true;
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}
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}
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return false;
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break;
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case MCTOGG:
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if (record->event.pressed) {
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if (isMusic) {
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if (isGame)
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setLayer(_GAME);
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else
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setLayer(_COLEMAK);
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isMusic = false;
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} else {
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setLayer(_MUSIC);
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isMusic = true;
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}
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}
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return false;
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break;
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case LOWER:
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if (record->event.pressed) {
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layer_on(_LOWER);
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update_tri_layer(_LOWER, _RAISE, _ADJUST);
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} else {
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layer_off(_LOWER);
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update_tri_layer(_LOWER, _RAISE, _ADJUST);
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}
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return false;
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break;
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case RAISE:
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if (record->event.pressed) {
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layer_on(_RAISE);
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update_tri_layer(_LOWER, _RAISE, _ADJUST);
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} else {
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layer_off(_RAISE);
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update_tri_layer(_LOWER, _RAISE, _ADJUST);
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}
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return false;
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break;
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case LENNY:
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if (record->event.pressed) {
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SEND_STRING("()");
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}
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return false; break;
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case COMMENTHEAD:
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if (record->event.pressed) {
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SEND_STRING("// ---------------------------------------------------------------");
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}
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return false; break;
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case RICKANDMORT:
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if (record->event.pressed) {
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SEND_STRING("// ***************************************************************");
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}
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return false; break;
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case MARIO:
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if(record->event.pressed) {
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#ifdef AUDIO_ENABLE
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PLAY_SONG(mario);
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#endif
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}
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return false; break;
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case MARIOE:
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if(record->event.pressed) {
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#ifdef AUDIO_ENABLE
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PLAY_SONG(marioe);
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#endif
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}
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return false; break;
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case OVERWATCH:
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if(record->event.pressed) {
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#ifdef AUDIO_ENABLE
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PLAY_SONG(overwatch);
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#endif
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}
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return false; break;
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case DOOM:
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if(record->event.pressed) {
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#ifdef AUDIO_ENABLE
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PLAY_SONG(doom);
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#endif
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}
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return false; break;
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case DISNEY:
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if(record->event.pressed) {
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#ifdef AUDIO_ENABLE
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PLAY_SONG(disney);
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#endif
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}
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return false; break;
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case NUMBERONE:
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if(record->event.pressed) {
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#ifdef AUDIO_ENABLE
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PLAY_SONG(numberone);
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#endif
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}
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return false; break;
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case CABBAGE:
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if(record->event.pressed) {
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#ifdef AUDIO_ENABLE
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PLAY_SONG(cabbage);
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#endif
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}
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return false; break;
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case OLDSPICE:
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if(record->event.pressed) {
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#ifdef AUDIO_ENABLE
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PLAY_SONG(oldspice);
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#endif
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}
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return false; break;
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}
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return true;
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}
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void matrix_init_user(void) {
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set_single_persistent_default_layer(_COLEMAK);
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isGame = false;
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#ifdef BACKLIGHT_ENABLE
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backlight_level(0);
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#endif
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}
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