203 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			203 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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Copyright 2012-2017 Jun Wako <wakojun@gmail.com>
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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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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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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 "keymap.h"
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#include "report.h"
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#include "keycode.h"
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#include "action_layer.h"
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#include "action.h"
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#include "debug.h"
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#include "quantum.h"
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#ifdef BACKLIGHT_ENABLE
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#    include "backlight.h"
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#endif
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#ifdef MIDI_ENABLE
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#    include "process_midi.h"
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#endif
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extern keymap_config_t keymap_config;
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#include <inttypes.h>
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/* converts key to action */
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action_t action_for_key(uint8_t layer, keypos_t key) {
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    // 16bit keycodes - important
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    uint16_t keycode = keymap_key_to_keycode(layer, key);
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    return action_for_keycode(keycode);
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};
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action_t action_for_keycode(uint16_t keycode) {
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    // keycode remapping
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    keycode = keycode_config(keycode);
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    action_t action = {};
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    uint8_t  action_layer, mod;
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    (void)action_layer;
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    (void)mod;
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    switch (keycode) {
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        case KC_A ... KC_EXSEL:
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        case KC_LEFT_CTRL ... KC_RIGHT_GUI:
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            action.code = ACTION_KEY(keycode);
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            break;
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#ifdef EXTRAKEY_ENABLE
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        case KC_SYSTEM_POWER ... KC_SYSTEM_WAKE:
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            action.code = ACTION_USAGE_SYSTEM(KEYCODE2SYSTEM(keycode));
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            break;
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        case KC_AUDIO_MUTE ... KC_ASSISTANT:
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            action.code = ACTION_USAGE_CONSUMER(KEYCODE2CONSUMER(keycode));
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            break;
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#endif
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        case KC_MS_UP ... KC_MS_ACCEL2:
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            action.code = ACTION_MOUSEKEY(keycode);
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            break;
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        case KC_TRANSPARENT:
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            action.code = ACTION_TRANSPARENT;
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            break;
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        case QK_MODS ... QK_MODS_MAX:;
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        // Has a modifier
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        // Split it up
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#ifdef LEGACY_MAGIC_HANDLING
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            action.code = ACTION_MODS_KEY(QK_MODS_GET_MODS(keycode), QK_MODS_GET_BASIC_KEYCODE(keycode)); // adds modifier to key
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#else                                                                                                     // LEGACY_MAGIC_HANDLING
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            action.code = ACTION_MODS_KEY(mod_config(QK_MODS_GET_MODS(keycode)), keycode_config(QK_MODS_GET_BASIC_KEYCODE(keycode))); // adds modifier to key
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#endif                                                                                                    // LEGACY_MAGIC_HANDLING
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            break;
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        case QK_LAYER_TAP ... QK_LAYER_TAP_MAX:
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#if !defined(NO_ACTION_LAYER) && !defined(NO_ACTION_TAPPING)
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#    ifdef LEGACY_MAGIC_HANDLING
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            action.code = ACTION_LAYER_TAP_KEY(QK_LAYER_TAP_GET_LAYER(keycode), QK_LAYER_TAP_GET_TAP_KEYCODE(keycode));
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#    else  // LEGACY_MAGIC_HANDLING
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            action.code = ACTION_LAYER_TAP_KEY(QK_LAYER_TAP_GET_LAYER(keycode), keycode_config(QK_LAYER_TAP_GET_TAP_KEYCODE(keycode)));
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#    endif // LEGACY_MAGIC_HANDLING
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#else
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            // pass through keycode_config again, since it previously missed it
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            // and then only send as ACTION_KEY to bypass most of action.c handling
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            action.code = ACTION_KEY(keycode_config(QK_LAYER_TAP_GET_TAP_KEYCODE(keycode)));
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#endif
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            break;
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#ifndef NO_ACTION_LAYER
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        case QK_TO ... QK_TO_MAX:;
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            // Layer set "GOTO"
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            action_layer = QK_TO_GET_LAYER(keycode);
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            action.code  = ACTION_LAYER_GOTO(action_layer);
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            break;
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        case QK_MOMENTARY ... QK_MOMENTARY_MAX:;
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            // Momentary action_layer
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            action_layer = QK_MOMENTARY_GET_LAYER(keycode);
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            action.code  = ACTION_LAYER_MOMENTARY(action_layer);
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            break;
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        case QK_DEF_LAYER ... QK_DEF_LAYER_MAX:;
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            // Set default action_layer
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            action_layer = QK_DEF_LAYER_GET_LAYER(keycode);
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            action.code  = ACTION_DEFAULT_LAYER_SET(action_layer);
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            break;
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        case QK_TOGGLE_LAYER ... QK_TOGGLE_LAYER_MAX:;
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            // Set toggle
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            action_layer = QK_TOGGLE_LAYER_GET_LAYER(keycode);
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            action.code  = ACTION_LAYER_TOGGLE(action_layer);
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            break;
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#endif
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#ifndef NO_ACTION_ONESHOT
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        case QK_ONE_SHOT_LAYER ... QK_ONE_SHOT_LAYER_MAX:;
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            // OSL(action_layer) - One-shot action_layer
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            action_layer = QK_ONE_SHOT_LAYER_GET_LAYER(keycode);
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            action.code  = ACTION_LAYER_ONESHOT(action_layer);
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            break;
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#endif // NO_ACTION_ONESHOT
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        case QK_ONE_SHOT_MOD ... QK_ONE_SHOT_MOD_MAX:;
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            // OSM(mod) - One-shot mod
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            mod = mod_config(QK_ONE_SHOT_MOD_GET_MODS(keycode));
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#if defined(NO_ACTION_TAPPING) || defined(NO_ACTION_ONESHOT)
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            action.code = ACTION_MODS(mod);
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#else  // defined(NO_ACTION_TAPPING) || defined(NO_ACTION_ONESHOT)
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            action.code = ACTION_MODS_ONESHOT(mod);
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#endif // defined(NO_ACTION_TAPPING) || defined(NO_ACTION_ONESHOT)
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            break;
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#ifndef NO_ACTION_LAYER
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        case QK_LAYER_TAP_TOGGLE ... QK_LAYER_TAP_TOGGLE_MAX:
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#    ifndef NO_ACTION_TAPPING
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            action.code = ACTION_LAYER_TAP_TOGGLE(QK_LAYER_TAP_TOGGLE_GET_LAYER(keycode));
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#    else // NO_ACTION_TAPPING
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#        ifdef NO_ACTION_TAPPING_TAP_TOGGLE_MO
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            action.code = ACTION_LAYER_MOMENTARY(QK_LAYER_TAP_TOGGLE_GET_LAYER(keycode));
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#        else  // NO_ACTION_TAPPING_TAP_TOGGLE_MO
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            action.code = ACTION_LAYER_TOGGLE(QK_LAYER_TAP_TOGGLE_GET_LAYER(keycode));
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#        endif // NO_ACTION_TAPPING_TAP_TOGGLE_MO
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#    endif     // NO_ACTION_TAPPING
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            break;
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        case QK_LAYER_MOD ... QK_LAYER_MOD_MAX:
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            mod          = mod_config(QK_LAYER_MOD_GET_MODS(keycode));
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            action_layer = QK_LAYER_MOD_GET_LAYER(keycode);
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            action.code  = ACTION_LAYER_MODS(action_layer, (mod & 0x10) ? mod << 4 : mod);
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            break;
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#endif // NO_ACTION_LAYER
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        case QK_MOD_TAP ... QK_MOD_TAP_MAX:
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#ifndef NO_ACTION_TAPPING
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            mod = mod_config(QK_MOD_TAP_GET_MODS(keycode));
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#    ifdef LEGACY_MAGIC_HANDLING
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            action.code = ACTION_MODS_TAP_KEY(mod, QK_MOD_TAP_GET_TAP_KEYCODE(keycode));
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#    else  // LEGACY_MAGIC_HANDLING
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            action.code = ACTION_MODS_TAP_KEY(mod, keycode_config(QK_MOD_TAP_GET_TAP_KEYCODE(keycode)));
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#    endif // LEGACY_MAGIC_HANDLING
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#else      // NO_ACTION_TAPPING
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#    ifdef NO_ACTION_TAPPING_MODTAP_MODS
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            // pass through mod_config again, since it previously missed it
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            // and then only send as ACTION_KEY to bypass most of action.c handling
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            action.code = ACTION_MODS(mod_config(QK_MOD_TAP_GET_MODS(keycode)));
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#    else  // NO_ACTION_TAPPING_MODTAP_MODS
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           // pass through keycode_config again, since it previously missed it
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           // and then only send as ACTION_KEY to bypass most of action.c handling
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            action.code = ACTION_KEY(keycode_config(QK_MOD_TAP_GET_TAP_KEYCODE(keycode)));
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#    endif // NO_ACTION_TAPPING_MODTAP_MODS
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#endif     // NO_ACTION_TAPPING
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            break;
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#ifdef SWAP_HANDS_ENABLE
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        case QK_SWAP_HANDS ... QK_SWAP_HANDS_MAX:
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#    ifdef LEGACY_MAGIC_HANDLING
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            action.code = ACTION(ACT_SWAP_HANDS, QK_SWAP_HANDS_GET_TAP_KEYCODE(keycode));
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#    else  // LEGACY_MAGIC_HANDLING
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            action.code = ACTION(ACT_SWAP_HANDS, keycode_config(QK_SWAP_HANDS_GET_TAP_KEYCODE(keycode)));
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#    endif // LEGACY_MAGIC_HANDLING
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            break;
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#endif
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        default:
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            action.code = ACTION_NO;
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            break;
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    }
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    return action;
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}
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// translates key to keycode
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__attribute__((weak)) uint16_t keymap_key_to_keycode(uint8_t layer, keypos_t key) {
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    if (key.row < MATRIX_ROWS && key.col < MATRIX_COLS) {
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        return keycode_at_keymap_location(layer, key.row, key.col);
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    }
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#ifdef ENCODER_MAP_ENABLE
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    else if (key.row == KEYLOC_ENCODER_CW && key.col < NUM_ENCODERS) {
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        return keycode_at_encodermap_location(layer, key.col, true);
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    } else if (key.row == KEYLOC_ENCODER_CCW && key.col < NUM_ENCODERS) {
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        return keycode_at_encodermap_location(layer, key.col, false);
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    }
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#endif // ENCODER_MAP_ENABLE
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    return KC_NO;
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}
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