[Keymap] Adding encg keymap for 2% Milk keyboard (#11041)
* adding my keymap * Updating coding convention and style for new keymap PR * Added GPL license header and to-do list to readmemaster
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/* Copyright 2020 encg
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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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#define UNICODE_SELECTED_MODES UC_MAC, UC_WINC
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#define UNICODE_CYCLE_PERSIST true
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/* Copyright 2020 encg
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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 <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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enum my_keycodes {
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SPIN = SAFE_RANGE,
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RULES,
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};
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enum unicode_names {
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COW,
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BTTR,
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CHIKN,
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FISH,
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SEED,
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RENV,
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MBAG,
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FACE,
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WING,
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SIGN,
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WAVE
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};
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const uint32_t PROGMEM unicode_map[] = {
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[COW] = 0x1F404, // 🐄
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[BTTR] = 0x1F9C8, // 🧈
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[CHIKN] = 0x1F414, // 🐔
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[FISH] = 0x1F3A3, // 🎣
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[SEED] = 0x1F331, // 🌱
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[RENV] = 0x1F9E7, // 🧧
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[MBAG] = 0x1F4B0, // 💰
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[FACE] = 0x1F911, // 🤑
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[WING] = 0x1F4B8, // 💸
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[SIGN] = 0x1F4B2, // 💲
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[WAVE] = 0x1F44B, // 👋
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};
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/* Emojis stored in an array in order to be randomly accessed */
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const char* emoji[5] = {"🐄", "🧈", "🐔", "🎣", "🌱"};
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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 SPIN:
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if (record->event.pressed) {
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/* Seed RNG used by rand() with timer_read() https://beta.docs.qmk.fm/developing-qmk/qmk-reference/ref_functions#software-timers */
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srand(timer_read());
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int rng1 = rand() % 5;
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send_unicode_string(emoji[rng1]);
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wait_ms(200);
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int rng2 = rand() % 5;
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send_unicode_string(emoji[rng2]);
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wait_ms(200);
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int rng3 = rand() % 5;
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send_unicode_string(emoji[rng3]);
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wait_ms(200);
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if (rng1 == rng2 && rng1 == rng3) {
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if (rng1 == 0) {
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wait_ms(200);
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SEND_STRING(" ");
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send_unicode_string("🧧🧧🧧");
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wait_ms(200);
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SEND_STRING("\n");
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} else if (rng1 == 1) {
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wait_ms(200);
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SEND_STRING(" ");
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send_unicode_string("💰💰💰");
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wait_ms(200);
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SEND_STRING("\n");
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} else if (rng1 == 2) {
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wait_ms(200);
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SEND_STRING(" ");
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send_unicode_string("🤑🤑🤑");
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wait_ms(200);
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SEND_STRING("\n");
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} else if (rng1 == 3) {
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wait_ms(200);
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SEND_STRING(" ");
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send_unicode_string("💲💲💲");
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wait_ms(200);
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SEND_STRING("\n");
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} else if (rng1 == 4) {
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wait_ms(200);
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SEND_STRING(" ");
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send_unicode_string("📈📈📈");
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wait_ms(200);
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SEND_STRING("\n");
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}
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} else {
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SEND_STRING(" ");
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send_unicode_string("👋💸");
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SEND_STRING("\n");
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}
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}
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return false;
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break;
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case RULES:
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if (record->event.pressed) {
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send_unicode_string("🐄");
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wait_ms(200);
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send_unicode_string("🐄");
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wait_ms(200);
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send_unicode_string("🐄");
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wait_ms(200);
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SEND_STRING(" ");
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send_unicode_string("🧧");
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wait_ms(200);
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send_unicode_string("🧧");
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wait_ms(200);
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send_unicode_string("🧧");
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SEND_STRING("\n");
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wait_ms(100);
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send_unicode_string("🧈");
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wait_ms(200);
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send_unicode_string("🧈");
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wait_ms(200);
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send_unicode_string("🧈");
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wait_ms(200);
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SEND_STRING(" ");
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send_unicode_string("💰");
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wait_ms(200);
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send_unicode_string("💰");
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wait_ms(200);
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send_unicode_string("💰");
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SEND_STRING("\n");
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wait_ms(100);
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send_unicode_string("🐔");
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wait_ms(200);
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send_unicode_string("🐔");
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wait_ms(200);
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send_unicode_string("🐔");
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wait_ms(200);
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SEND_STRING(" ");
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send_unicode_string("🤑");
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wait_ms(200);
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send_unicode_string("🤑");
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wait_ms(200);
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send_unicode_string("🤑");
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SEND_STRING("\n");
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wait_ms(100);
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send_unicode_string("🎣");
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wait_ms(200);
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send_unicode_string("🎣");
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wait_ms(200);
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send_unicode_string("🎣");
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wait_ms(200);
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SEND_STRING(" ");
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send_unicode_string("💲");
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wait_ms(200);
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send_unicode_string("💲");
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wait_ms(200);
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send_unicode_string("💲");
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SEND_STRING("\n");
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wait_ms(100);
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send_unicode_string("🌱");
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wait_ms(200);
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send_unicode_string("🌱");
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wait_ms(200);
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send_unicode_string("🌱");
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wait_ms(200);
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SEND_STRING(" ");
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send_unicode_string("📈");
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wait_ms(200);
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send_unicode_string("📈");
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wait_ms(200);
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send_unicode_string("📈");
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SEND_STRING("\n\n");
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}
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return false;
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break;
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}
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return false;
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};
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[0] = LAYOUT(
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SPIN, /* bottom button */
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RULES /* top button */
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)
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};
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# encg's Keymap
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## What is this?
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A simple slot machine emulator for the [2% Milk Keyboard](https://github.com/Spaceman/SpaceboardsHardware/tree/master/Keyboards/2%25%20Milk). This idea is based on the [implementation by /u/ln8r on /r/mechanicalkeyboards](https://www.reddit.com/r/MechanicalKeyboards/comments/hcw21b/2_milk_slot_machine/).
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## How does it work?
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The top button outputs all possible winning emoji combinations followed by a corresponding "score." Emojis are output one-by-one with a short delay to simulate the "slots" feel.
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![IMG](https://i.imgur.com/rUc3IOn.gif)
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The bottom button outputs 3 random emojis one by one. The random function takes `timer_read()` as its seed value [(referenced here)](https://beta.docs.qmk.fm/developing-qmk/qmk-reference/ref_functions#software-timers).
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![IMG](https://i.imgur.com/4EREsIq.png)
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## Unicode Setup
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This keymap's default unicode input mode is `UC_WINC` which requires [WinCompose](https://github.com/samhocevar/wincompose). For other OSes, see [QMK documentation on unicode input modes](https://docs.qmk.fm/#/feature_unicode?id=input-modes).
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## Ideas for the future
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- [ ] Factor in emoji hierarchy into RNG algorithm
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- [ ] Random/Wildcard emoji
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- [ ] Keep a count for winng combinations
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- [ ] Implement tap dance for easily switching unicode input types
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UNICODEMAP_ENABLE = yes
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