157 lines
4.6 KiB
C
157 lines
4.6 KiB
C
/* Copyright 2021 Chris Laprade
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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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/*
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* USB/POWER OPTIONS
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*/
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// #define USB_MAX_POWER_CONSUMPTION 500
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#define USB_SUSPEND_WAKEUP_DELAY 200
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#define USB_POLLING_INTERVAL_MS 1
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/*
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* MUSIC/AUDIO options
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*/
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#ifdef AUDIO_ENABLE
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# define AUDIO_CLICKY
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# define MUSIC_MAP
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# define AUDIO_VOICES
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# define AUDIO_VOICE_DEFAULT something
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# define AUDIO_DAC_SAMPLE_MAX 2732U
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# define DEFAULT_LAYER_SONGS \
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{ SONG(QWERTY_SOUND), SONG(COLEMAK_SOUND), SONG(DVORAK_SOUND) }
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/* Plays during keyboard startup */
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# define STARTUP_SONG SONG(NO_SOUND)
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#endif
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/*
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* MIDI options
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*/
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/* enable basic MIDI features:
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- MIDI notes can be sent when in Music mode is on
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*/
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#define MIDI_BASIC
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/* enable advanced MIDI features:
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- MIDI notes can be added to the keymap
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- Octave shift and transpose
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- Virtual sustain, portamento, and modulation wheel
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- etc.
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*/
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#define MIDI_ADVANCED
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/*
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* ENCODER options
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*/
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#define ENCODER_DIRECTION_FLIP
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#define ENCODER_RESOLUTION 4 // Define number of stages between detents on encoders
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#define ENCODERS_PAD_A \
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{ B12 }
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#define ENCODERS_PAD_B \
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{ B13 }
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/*
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* RGB options
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*/
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#ifdef RGBLIGHT_ENABLE
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# define RGBLIGHT_SLEEP // Allows rgb to sleep when the host/keyboard does
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# define RGBLIGHT_EFFECT_BREATHING
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# define RGBLIGHT_EFFECT_RAINBOW_MOOD
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# define RGBLIGHT_EFFECT_RAINBOW_SWIRL
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# define RGBLIGHT_EFFECT_SNAKE
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# define RGBLIGHT_EFFECT_KNIGHT
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# define RGBLIGHT_EFFECT_CHRISTMAS
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# define RGBLIGHT_EFFECT_STATIC_GRADIENT
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# define RGBLIGHT_EFFECT_RGB_TEST
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# define RGBLIGHT_EFFECT_ALTERNATING
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# define RGBLIGHT_EFFECT_TWINKLE
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# define RGBLIGHT_LAYERS // Enable indicating layers using layered rgb assignments
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# define RGBLIGHT_LAYER_BLINK // Allows rgb layers to be blinked (activate for a set amount of time)
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# define RGBLIGHT_MAX_LAYERS 32 // Overides the default (8) max number of rgb layers
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# define RGBLIGHT_LAYERS_OVERRIDE_RGB_OFF // Allows rgb layers to work even when rgb is toggled off
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#endif
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/*
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* UNICODE options
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*/
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#define UNICODE_SELECTED_MODES UNICODE_MODE_WINCOMPOSE, UNICODE_MODE_LINUX, UNICODE_MODE_MACOS // Define the methods used for in/outputting unicode
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/*
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* TAP-DANCE options
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*/
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#define TAPPING_TERM_PER_KEY // Control Tap-Dance time individually by key
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#define TAPPING_TERM 250 // Default time allowed before resetting a Tap-Dance combo
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#define ONESHOT_TAP_TOGGLE 5 /* Tapping this number of times holds the key until tapped once again. */
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#define ONESHOT_TIMEOUT 5000 /* Time (in ms) before the one shot key is released */
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#define TAPPING_TOGGLE 3
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/*
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* LEADER-KEY options
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*/ // Used for on-board chording
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#define LEADER_PER_KEY_TIMING
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#define LEADER_TIMEOUT 500
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/*
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* COMBO-KEY options
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*/
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#define COMBO_COUNT 2
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#define COMBO_TERM 300
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/*
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* MACRO per-key options
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*/
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#define RETRO_TAPPING_PER_KEY // Control Retro-Tap individually by key
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#define QUICK_TAP_TERM_PER_KEY // Control Quick-Tap individually by key
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#define HOLD_ON_OTHER_KEY_PRESS_PER_KEY // Control Hold-on-Other-Key-Press individually by key
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#define PERMISSIVE_HOLD_PER_KEY // Control Permissive-Hold individually by key
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#define MK_KINETIC_SPEED // Use kinetic acceleration for mouse-keys
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// Fall-back defines to prevent compile errors if user_song_list is missing
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#ifndef ZELDA_PUZZLE2
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# define ZELDA_PUZZLE2 Q__NOTE(_G5)
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#endif
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#ifndef SONIC_RING2
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# define SONIC_RING2 E__NOTE(_E6)
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#endif
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#ifndef ZELDA_CHEST2
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# define ZELDA_CHEST2 Q__NOTE(_G5)
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#endif
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#ifndef COIN_SOUND2
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# define COIN_SOUND2 E__NOTE(_A5)
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#endif
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#ifndef ONE_UP_SOUND2
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# define ONE_UP_SOUND2 Q__NOTE(_E6)
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#endif
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#ifndef IMPERIAL_MARCH
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# define IMPERIAL_MARCH HD_NOTE(_A4)
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#endif
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#ifndef MARIO_GAMEOVER
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# define MARIO_GAMEOVER HD_NOTE(_C5)
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#endif
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#ifndef LEAD_START_SOUND
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# define LEAD_START_SOUND E__NOTE(_C5)
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#endif
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#ifndef LEAD_SUCCESS_SOUND
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# define LEAD_SUCCESS_SOUND E__NOTE(_A5), HD_NOTE(_E6),
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#endif
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#ifndef LEAD_FAIL_SOUND
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# define LEAD_FAIL_SOUND E__NOTE(_A5), HD_NOTE(_E4),
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#endif
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