Add user board driver stub code to the documentation.
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			@ -8,20 +8,40 @@
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 *
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 *  LUFA ships with several basic pre-made board drivers, to control hardware present on the supported board
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 *  hardware - such as Dataflash ICs, LEDs, Joysticks, or other hardware peripherals. When compiling an application
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 *  which makes use of one or more board drivers located in LUFA/Drivers/Board, you must also indicate what board
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 *  hardware you are using in your project makefile. This is done by defining the BOARD macro using the -D switch
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 *  passed to the compiler, with a constant of BOARD_{Name}. For example <b>-DBOARD=BOARD_USBKEY</b> instructs the
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 *  compiler to use the USBKEY board hardware drivers.
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 *  which makes use of one or more board drivers located in <i>LUFA/Drivers/Board</i>, you must also indicate which
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 *  board hardware you are using in your project makefile. This is done by defining the <tt>BOARD</tt> macro using
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 *  the <tt>-D</tt> switch passed to the compiler, with a constant of <tt>BOARD_{Name}</tt>. For example,
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 *  <tt>-DBOARD=BOARD_USBKEY</tt> instructs the compiler to use the USBKEY board hardware drivers.
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 *
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 *  If your application does not use *any* board level drivers, you can omit the definition of the BOARD macro.
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 *  However, some users may wish to write their own custom board hardware drivers which are to remain compatible
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 *  with the LUFA hardware API. To do this, the BOARD macro should be defined to the value BOARD_USER. This indicates
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 *  that the board level drivers should be located in a folder named "Board" located inside the application's folder.
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 *  If your application does not use <i>any</i> board level drivers, you can omit the definition of the <tt>BOARD</tt>
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 *  macro. However, some users may wish to write their own custom board hardware drivers which are to remain compatible
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 *  with the LUFA hardware API. To do this, the <tt>BOARD</tt> macro should be defined to the value <tt>BOARD_USER</tt>.
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 *  This indicates that the board level drivers should be located in a folder named "Board" located inside the
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 *  application's folder.
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 *
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 *  When used, the driver stub files located in the LUFA/CodeTemplates/DriverStubs folder should be copied to the user
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 *  Board/ directory, and fleshed out to include the values and code needed to control the custom board hardware. Once
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 *  done, the existing LUFA board level APIs (accessed in the regular LUFA/Drivers/Board/ folder) will redirect to the
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 *  user board drivers, maintaining code compatibility and allowing for a different board to be selected through the
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 *  project makefile with no code changes.
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 *  When used, the driver stub files located in the <tt>LUFA/CodeTemplates/DriverStubs</tt> folder should be copied to
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 *  the user application's <tt>Board/</tt> directory, and filled out to include the values and code needed to control
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 *  the custom board hardware. Once done, the existing LUFA board level APIs (accessed in the regular
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 *  <tt>LUFA/Drivers/Board/</tt> folder) will redirect to the user board drivers, maintaining code compatibility and
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 *  allowing for a different board to be selected through the project makefile with no code changes.
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 *
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 *  \section Sec_BoardTemplates Board Driver Templates
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 *
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 *  The templates for each board driver are reproduced below.
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 *
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 *  \subsection SSec_BoardTemplates_Board Template for USER <Board/Board.h>
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 *  \include "DriverStubs/Board.h"
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 *
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 *  \subsection SSec_BoardTemplates_Board Template for USER <Board/Buttons.h>
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 *  \include "DriverStubs/Buttons.h"
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 *
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 *  \subsection SSec_BoardTemplates_Board Template for USER <Board/Dataflash.h>
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 *  \include "DriverStubs/Dataflash.h"
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 *
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 *  \subsection SSec_BoardTemplates_Board Template for USER <Board/Joystick.h>
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 *  \include "DriverStubs/Joystick.h"
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 *
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 *  \subsection SSec_BoardTemplates_Board Template for USER <Board/LEDs.h>
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 *  \include "DriverStubs/LEDs.h"
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 */
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