Rename keymap_extras headers for consistency (#16939)
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@@ -16,7 +16,7 @@ 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 "keymap_jp.h"
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#include "keymap_japanese.h"
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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// Layer names don't all need to be of the same length, obviously, and you can also skip them
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@@ -16,7 +16,7 @@ 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 "keymap_jp.h"
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#include "keymap_japanese.h"
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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// Layer names don't all need to be of the same length, obviously, and you can also skip them
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@@ -16,7 +16,7 @@ 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 "keymap_jp.h"
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#include "keymap_japanese.h"
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[0] = LAYOUT(
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@@ -16,7 +16,7 @@ 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 "keymap_jp.h"
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#include "keymap_japanese.h"
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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[0] = LAYOUT(
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@@ -16,7 +16,7 @@ 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 "keymap_jp.h"
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#include "keymap_japanese.h"
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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