#include "eeconfig.h"
#include "action_layer.h"
#include "keymap_colemak.h"
-#include "extra_functions.c"
extern keymap_config_t keymap_config;
// Fillers to make layering more clear
}
return false;
break;
- #ifndef TAP_DANCE_ENABLE
case RAISE:
if(record->event.pressed){
layer_on(_RAISE);
}
return false;
break;
- #endif
case SHFT_CAP:
if(record->event.pressed){
key_timer = timer_read(); // if the key is being pressed, we start the timer.
}
return false;
break;
- #ifdef TAP_DANCE_ENABLE
- case TappyR:
- if(record->event.pressed){
- if(timer_elapsed32(Rtimer) > 1052){
- Rstate = 0;
- }
- switch(Rstate){
- case 0:
- Rtimer = timer_read32();
- Rstate++;
- break;
- case 1:
- Rtimes[0] = timer_elapsed32(Rtimer);
- Rtimer = timer_read32();
- Rstate++;
- break;
- case 2:
- Rtimes[1] = timer_elapsed32(Rtimer);
- Rtimer = timer_read32();
- Rstate++;
- break;
- case 3:
- Rtimes[2] = timer_elapsed32(Rtimer);
- Rstate = 0;
- break;
- }
- if(Rstate == 0 && Lstate == 0) rhythm_parse();
- }
- return false;
- break;
- case TappyL:
- if(record->event.pressed){
- if(timer_elapsed32(Ltimer) > 1052){
- Lstate = 0;
- }
- switch(Lstate){
- case 0:
- Ltimer = timer_read32();
- Lstate++;
- break;
- case 1:
- Ltimes[0] = timer_elapsed32(Ltimer);
- Ltimer = timer_read32();
- Lstate++;
- break;
- case 2:
- Ltimes[1] = timer_elapsed32(Ltimer);
- Lstate = 0;
- break;
- }
- if(Rstate == 0 && Lstate == 0) rhythm_parse();
- }
- return false;
- break;
- #endif
- #endif
case RANDIG:
if (record->event.pressed) {
tap_random_base64();
return true;
};
-#ifdef AUDIO_ENABLE
void matrix_init_user(void){ // Run once at startup
#ifdef AUDIO_ENABLE
_delay_ms(50); // gets rid of tick
#endif
}
+#ifdef AUDIO_ENABLE
void play_goodbye_tone(void){
PLAY_NOTE_ARRAY(tone_goodbye, false, 0);
_delay_ms(150);