Remove __unused_bits fields and outdated comments.
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@@ -8,18 +8,6 @@
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#include "module.h"
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#include "module.h"
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// Keyboard layout is a 2D array of scan codes.
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//
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// First dimension is the Key ID of a given key. Key IDs are the indices of the
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// of the active keys of the key_matrix_t structure. In case of left half, an
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// offset of 35 is added.
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//
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// For each Key ID, there are 4 different possible scan codes:
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// - default, when no modifiers are pressed
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// - mod layer
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// - fn layer
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// - mod+fn layer
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typedef enum {
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typedef enum {
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KEY_ACTION_NONE,
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KEY_ACTION_NONE,
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KEY_ACTION_BASIC_KEYSTROKE,
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KEY_ACTION_BASIC_KEYSTROKE,
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@@ -71,21 +59,18 @@ typedef struct {
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uint8_t key;
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uint8_t key;
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} __attribute__ ((packed)) keystroke;
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} __attribute__ ((packed)) keystroke;
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struct {
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struct {
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uint8_t buttonActions; // bitfield
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uint8_t buttonActions;
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uint8_t scrollActions; // bitfield
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uint8_t scrollActions;
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uint8_t moveActions; // bitfield
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uint8_t moveActions;
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} __attribute__ ((packed)) mouse;
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} __attribute__ ((packed)) mouse;
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struct {
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struct {
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uint16_t __unused_bits:15;
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bool isToggle;
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bool isToggle:1;
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uint8_t layer;
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uint8_t layer;
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} __attribute__ ((packed)) switchLayer;
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} __attribute__ ((packed)) switchLayer;
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struct {
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struct {
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uint16_t __unused_bits;
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uint8_t keymap;
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uint8_t keymap;
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} __attribute__ ((packed)) switchKeymap;
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} __attribute__ ((packed)) switchKeymap;
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struct {
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struct {
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uint8_t __unused_bits;
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uint16_t index;
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uint16_t index;
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} __attribute__ ((packed)) playMacro;
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} __attribute__ ((packed)) playMacro;
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};
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};
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