Add Junco Keyboard (#19516)
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								keyboards/junco/keymaps/via/config.h
									
										
									
									
									
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								keyboards/junco/keymaps/via/config.h
									
										
									
									
									
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// Copyright 2022 Dane Skalski (@Daneski13)
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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// Number of Layers that can be used by VIA.
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// Change this if you want more layers
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#define DYNAMIC_KEYMAP_LAYER_COUNT 6
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/* - Encoder settings - */
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#ifdef ENCODER_ENABLE
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#    define ENCODER_RESOLUTION 4
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#endif
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#ifdef ENCODER_MAP_ENABLE
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// Key delay for encoders (necessary for some keycodes)
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#    define ENCODER_MAP_KEY_DELAY 10
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#endif
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/*
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    - RGB -
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    Defines all effects so VIA can properly select them via index
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*/
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#ifdef RGB_MATRIX_ENABLE
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// Default effect when EEPROM cleared
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#    define RGB_MATRIX_DEFAULT_MODE RGB_MATRIX_RAINBOW_MOVING_CHEVRON
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// Turns off RGB effects when there is no longer a USB connection
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#    define RGB_DISABLE_WHEN_USB_SUSPENDED
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// Allow keypress reactive animations
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#    define SPLIT_TRANSPORT_MIRROR // Necessary setting for key press animations on a split
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#    define RGB_MATRIX_KEYPRESSES  // Enables key press effects
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// Allow frame buffer effects
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#    define RGB_MATRIX_FRAMEBUFFER_EFFECTS // Enables frame buffer effects
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// All effect definitions
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#    define ENABLE_RGB_MATRIX_ALPHAS_MODS            // Enables RGB_MATRIX_ALPHAS_MODS
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#    define ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN       // Enables RGB_MATRIX_GRADIENT_UP_DOWN
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#    define ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT    // Enables RGB_MATRIX_GRADIENT_LEFT_RIGHT
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#    define ENABLE_RGB_MATRIX_BREATHING              // Enables RGB_MATRIX_BREATHING
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#    define ENABLE_RGB_MATRIX_BAND_SAT               // Enables RGB_MATRIX_BAND_SAT
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#    define ENABLE_RGB_MATRIX_BAND_VAL               // Enables RGB_MATRIX_BAND_VAL
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#    define ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT      // Enables RGB_MATRIX_BAND_PINWHEEL_SAT
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#    define ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL      // Enables RGB_MATRIX_BAND_PINWHEEL_VAL
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#    define ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT        // Enables RGB_MATRIX_BAND_SPIRAL_SAT
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#    define ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL        // Enables RGB_MATRIX_BAND_SPIRAL_VAL
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#    define ENABLE_RGB_MATRIX_CYCLE_ALL              // Enables RGB_MATRIX_CYCLE_ALL
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#    define ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT       // Enables RGB_MATRIX_CYCLE_LEFT_RIGHT
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#    define ENABLE_RGB_MATRIX_CYCLE_UP_DOWN          // Enables RGB_MATRIX_CYCLE_UP_DOWN
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#    define ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON // Enables RGB_MATRIX_RAINBOW_MOVING_CHEVRON
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#    define ENABLE_RGB_MATRIX_CYCLE_OUT_IN           // Enables RGB_MATRIX_CYCLE_OUT_IN
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#    define ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL      // Enables RGB_MATRIX_CYCLE_OUT_IN_DUAL
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#    define ENABLE_RGB_MATRIX_CYCLE_PINWHEEL         // Enables RGB_MATRIX_CYCLE_PINWHEEL
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#    define ENABLE_RGB_MATRIX_CYCLE_SPIRAL           // Enables RGB_MATRIX_CYCLE_SPIRAL
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#    define ENABLE_RGB_MATRIX_DUAL_BEACON            // Enables RGB_MATRIX_DUAL_BEACON
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#    define ENABLE_RGB_MATRIX_RAINBOW_BEACON         // Enables RGB_MATRIX_RAINBOW_BEACON
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#    define ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS      // Enables RGB_MATRIX_RAINBOW_PINWHEELS
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#    define ENABLE_RGB_MATRIX_RAINDROPS              // Enables RGB_MATRIX_RAINDROPS
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#    define ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS    // Enables RGB_MATRIX_JELLYBEAN_RAINDROPS
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#    define ENABLE_RGB_MATRIX_HUE_BREATHING          // Enables RGB_MATRIX_HUE_BREATHING
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#    define ENABLE_RGB_MATRIX_HUE_PENDULUM           // Enables RGB_MATRIX_HUE_PENDULUM
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#    define ENABLE_RGB_MATRIX_HUE_WAVE               // Enables RGB_MATRIX_HUE_WAVE
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#    define ENABLE_RGB_MATRIX_PIXEL_FRACTAL          // Enables RGB_MATRIX_PIXEL_FRACTAL
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#    define ENABLE_RGB_MATRIX_PIXEL_FLOW             // Enables RGB_MATRIX_PIXEL_FLOW
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#    define ENABLE_RGB_MATRIX_PIXEL_RAIN             // Enables RGB_MATRIX_PIXEL_RAIN
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// Following need RGB_MATRIX_FRAMEBUFFER_EFFECTS
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#    define ENABLE_RGB_MATRIX_TYPING_HEATMAP // Enables RGB_MATRIX_TYPING_HEATMAP
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#    define ENABLE_RGB_MATRIX_DIGITAL_RAIN   // Enables RGB_MATRIX_DIGITAL_RAIN
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// Following need RGB_MATRIX_KEYPRESSES
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#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE     // Enables RGB_MATRIX_SOLID_REACTIVE_SIMPLE
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#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE            // Enables RGB_MATRIX_SOLID_REACTIVE
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#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE       // Enables RGB_MATRIX_SOLID_REACTIVE_WIDE
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#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE  // Enables RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
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#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS      // Enables RGB_MATRIX_SOLID_REACTIVE_CROSS
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#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Enables RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
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#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS      // Enables RGB_MATRIX_SOLID_REACTIVE_NEXUS
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#    define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Enables RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
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#    define ENABLE_RGB_MATRIX_SPLASH                    // Enables RGB_MATRIX_SPLASH
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#    define ENABLE_RGB_MATRIX_MULTISPLASH               // Enables RGB_MATRIX_MULTISPLASH
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#    define ENABLE_RGB_MATRIX_SOLID_SPLASH              // Enables RGB_MATRIX_SOLID_SPLASH
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#    define ENABLE_RGB_MATRIX_SOLID_MULTISPLASH         // Enables RGB_MATRIX_SOLID_MULTISPLASH
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#endif
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