Add Anvil Native keyboard (#19333)
Co-authored-by: Drashna Jaelre <drashna@live.com>
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								keyboards/teleport/native/iso/keymaps/default/keymap.c
									
										
									
									
									
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								keyboards/teleport/native/iso/keymaps/default/keymap.c
									
										
									
									
									
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/* Copyright 2023 Moritz Plattner
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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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enum layers{
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    BASE,
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    GAME,
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    _FN1
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};
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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    [BASE] = LAYOUT_75_iso(    /* keymap for layer 0 */
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        KC_ESC,  KC_F1,   KC_F2,   KC_F3,   KC_F4,   KC_F5,   KC_F6,   KC_F7,   KC_F8,   KC_F9,   KC_F10,  KC_F11,  KC_F12, KC_F13, KC_PSCR,   KC_DEL,
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        KC_GRV,  KC_1,    KC_2,    KC_3,    KC_4,    KC_5,    KC_6,    KC_7,    KC_8,    KC_9,    KC_0,    KC_MINS, KC_EQL,       KC_BSPC,     KC_PGUP,
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        KC_TAB,  KC_Q,    KC_W,    KC_E,    KC_R,    KC_T,    KC_Y,    KC_U,    KC_I,    KC_O,    KC_P,    KC_LBRC, KC_RBRC,      KC_ENT,      KC_PGDN,
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        KC_CAPS, KC_A,    KC_S,    KC_D,    KC_F,    KC_G,    KC_H,    KC_J,    KC_K,    KC_L,    KC_SCLN, KC_QUOT, KC_NUHS,                   KC_HOME,
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        KC_LSFT, KC_NUBS, KC_Z,    KC_X,    KC_C,    KC_V,    KC_B,    KC_N,    KC_M,    KC_COMM, KC_DOT,  KC_SLSH, KC_RSFT,          KC_UP,   KC_END,
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        KC_LCTL, KC_LGUI, KC_LALT,                            KC_SPC,                             KC_RALT, MO(_FN1),KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT
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    ),
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    [GAME] = LAYOUT_75_iso(    /* keymap for layer 1 - GAME disables WIN key and has RGB layer indicators */
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        KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, 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, KC_TRNS, 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, KC_TRNS, 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, 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, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,          KC_TRNS, KC_TRNS,
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        KC_TRNS, KC_NO,   KC_TRNS,                            KC_TRNS,                            KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
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    ),
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    [_FN1] = LAYOUT_75_iso(    /* keymap for layer 2 */
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        KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, RGB_TOG, RGB_VAD, RGB_VAI, KC_MPRV, KC_MPLY, KC_MNXT, KC_VOLD, KC_VOLU, KC_MUTE, KC_TRNS, KC_TRNS, KC_TRNS,
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        KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,      KC_TRNS,     RGB_RMOD,
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        RGB_TOG, RGB_VAI, RGB_HUI, RGB_SAI, RGB_SPI, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,      KC_TRNS,     RGB_MOD,
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        KC_TRNS, RGB_VAD, RGB_HUD, RGB_SAD, RGB_SPD, KC_TRNS, KC_TRNS, 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, MAGIC_TOGGLE_NKRO,KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
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        KC_TRNS, TG(GAME),KC_TRNS,                            KC_TRNS,                            KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS
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    ),
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};
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/* RGB matrix indicator code
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It reads the current matrix color, offsets the hue by 30, 
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and sets val to either 255 or, if defined, RGB_MATRIX_MAXIMUM_BRIGHTNESS
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This is applied to both caps lock, and other indicator keys for layer 1 */
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bool rgb_matrix_indicators_user(void) {
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    HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS};
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    RGB rgb_ind = hsv_to_rgb(hsv_ind);
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    /* Sets Caps to different color as indicator. If RGB mode is rain, and caps indicator is off, the LED will always be off.
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    This is to avoid having the LED persist on until the animation randomly refreshes it. */
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    if (host_keyboard_led_state().caps_lock) {
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      rgb_matrix_set_color(CAPS_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
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    } else if (rgb_matrix_get_mode() == 10) {
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      rgb_matrix_set_color(CAPS_LED_INDEX, 0, 0, 0);
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    }
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    /* Sets W, A, S, D, LGUI to a different color as layer indicator */
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    if(IS_LAYER_ON(1)) {
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      HSV hsv_ind = {rgb_matrix_get_hue()+30,255,INDICATOR_MAX_BRIGHTNESS};
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      RGB rgb_ind = hsv_to_rgb(hsv_ind);
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      rgb_matrix_set_color(W_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
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      rgb_matrix_set_color(A_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
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      rgb_matrix_set_color(S_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
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      rgb_matrix_set_color(D_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
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      rgb_matrix_set_color(WIN_LED_INDEX, rgb_ind.r, rgb_ind.g, rgb_ind.b);
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    }
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    return true;
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}
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layer_state_t layer_state_set_user(layer_state_t state) {
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    /* If reverting to base layer (no special LED effects) and rain animation is on, set "layer 1" mods back to matrix color to avoid single key persistence*/
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    if(!IS_LAYER_ON_STATE(state, 1) && rgb_matrix_get_mode() == 10) {
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        HSV hsv_mat = rgb_matrix_get_hsv();
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        RGB rgb_mat = hsv_to_rgb(hsv_mat);
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        rgb_matrix_set_color(W_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
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        rgb_matrix_set_color(A_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
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        rgb_matrix_set_color(S_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
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        rgb_matrix_set_color(D_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
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        rgb_matrix_set_color(WIN_LED_INDEX, rgb_mat.r, rgb_mat.g, rgb_mat.b);
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    }
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    return state;
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}
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