[Keyboard] Palette1202 fix encoder rotate direction (#8489)
* revised hardware availability - URL * fixed encoder rotate direction (reversed)
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@ -41,6 +41,9 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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/* Encoders */
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#define ENCODERS_PAD_A { F4, F6 }
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#define ENCODERS_PAD_B { F5, F7 }
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#define ENCODER_RESOLUTION 2
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// if you want to reverse encoder direction
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// #define ENCODER_DIRECTION_FLIP
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/* Debounce reduces chatter (unintended double-presses) - set 0 if debouncing is not needed */
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#define DEBOUNCE 5
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@ -116,55 +116,55 @@ void encoder_update_user(uint8_t index, bool clockwise) {
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if (currentLayer % 2 == 0) {
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// default layer
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// Zoom
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tap_code16(!clockwise ? G(KC_EQL) : G(KC_MINS));
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tap_code16(!clockwise ? G(KC_MINS) : G(KC_EQL));
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} else {
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// Fn Layer
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// rotate canvas
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tap_code(!clockwise ? KC_QUOT : KC_MINS);
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tap_code(!clockwise ? KC_MINS : KC_QUOT);
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}
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break;
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case MAC_PS_1:
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if (currentLayer % 2 == 0) {
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// default layer
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// Zoom
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tap_code16(!clockwise ? G(KC_EQL) : G(KC_MINS));
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tap_code16(!clockwise ? G(KC_MINS) : G(KC_EQL));
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} else {
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// Fn Layer
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// undo / redo
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tap_code16(!clockwise ? S(G(KC_Z)) : G(KC_Z));
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tap_code16(!clockwise ? G(KC_Z) : S(G(KC_Z)));
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}
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break;
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case WIN_CS_1:
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if (currentLayer % 2 == 0) {
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// default layer
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// Zoom
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tap_code16(!clockwise ? C(KC_EQL) : C(KC_MINS));
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tap_code16(!clockwise ? C(KC_MINS) : C(KC_EQL));
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} else {
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// Fn Layer
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// rotate canvas
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tap_code(!clockwise ? KC_QUOT : KC_MINS);
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tap_code(!clockwise ? KC_MINS : KC_QUOT);
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}
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break;
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case WIN_PS_1:
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if (currentLayer % 2 == 0) {
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// default layer
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// Zoom
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tap_code16(!clockwise ? C(KC_SCLN) : C(KC_MINS));
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tap_code16(!clockwise ? C(KC_MINS) : C(KC_SCLN));
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} else {
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// Fn Layer
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// undo / redo
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tap_code16(!clockwise ? C(S(KC_Z)) : C(KC_Z));
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tap_code16(!clockwise ? C(KC_Z) : C(S(KC_Z)));
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}
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break;
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case IOS_CS_1:
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if (currentLayer % 2 == 0) {
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// default layer
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// Zoom
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tap_code16(!clockwise ? G(KC_SCLN) : G(KC_MINS));
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tap_code16(!clockwise ? G(KC_MINS) : G(KC_SCLN));
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} else {
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// Fn Layer
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// rotate canvas
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tap_code(!clockwise ? KC_EQL : KC_MINS);
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tap_code(!clockwise ? KC_MINS : KC_EQL);
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}
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break;
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default:
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@ -176,55 +176,55 @@ void encoder_update_user(uint8_t index, bool clockwise) {
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if (currentLayer % 2 == 0) {
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// default layer
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// size of brush
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tap_code(!clockwise ? KC_RBRC : KC_LBRC);
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tap_code(!clockwise ? KC_LBRC : KC_RBRC);
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} else {
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// Fn Layer
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// opacity of brush
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tap_code16(!clockwise ? G(KC_RBRC) : G(KC_LBRC));
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tap_code16(!clockwise ? G(KC_LBRC) : G(KC_RBRC));
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}
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break;
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case MAC_PS_1:
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if (currentLayer % 2 == 0) {
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// default layer
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// size of brush
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tap_code(!clockwise ? KC_RBRC : KC_LBRC);
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tap_code(!clockwise ? KC_LBRC : KC_RBRC);
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} else {
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// Fn Layer
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// opacity of brush
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tap_code16(!clockwise ? KC_RCBR : KC_LCBR);
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tap_code16(!clockwise ? KC_LCBR : KC_RCBR);
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}
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break;
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case WIN_CS_1:
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if (currentLayer % 2 == 0) {
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// default layer
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// rotate canvas
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tap_code(!clockwise ? KC_RBRC : KC_LBRC);
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tap_code(!clockwise ? KC_LBRC : KC_RBRC);
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} else {
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// Fn Layer
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// opacity of brush
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tap_code16(!clockwise ? C(KC_RBRC) : C(KC_LBRC));
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tap_code16(!clockwise ? C(KC_LBRC) : C(KC_RBRC));
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}
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break;
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case WIN_PS_1:
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if (currentLayer % 2 == 0) {
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// default layer
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// rotate canvas
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tap_code(!clockwise ? KC_RBRC : KC_LBRC);
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tap_code(!clockwise ? KC_LBRC : KC_RBRC);
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} else {
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// Fn Layer
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// opacity of brush
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tap_code16(!clockwise ? KC_RCBR : KC_LCBR);
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tap_code16(!clockwise ? KC_LCBR : KC_RCBR);
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}
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break;
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case IOS_CS_1:
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if (currentLayer % 2 == 0) {
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// default layer
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// size of brush
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tap_code(!clockwise ? KC_BSLS : KC_RBRC);
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tap_code(!clockwise ? KC_RBRC : KC_BSLS);
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} else {
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// Fn Layer
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// opacity of brush
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tap_code16(!clockwise ? G(KC_BSLS) : G(KC_RBRC));
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tap_code16(!clockwise ? G(KC_RBRC) : G(KC_BSLS));
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}
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break;
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default:
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@ -6,7 +6,7 @@ A left hand device with rotary encoder, for artists.
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* Keyboard Maintainer: [niltea](https://github.com/niltea)
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* Hardware Supported: Palette1202
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* Hardware Availability: [Pixiv Booth](https://booth.pm/)
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* Hardware Availability: [Pixiv Booth](https://niltea.booth.pm/)
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* [PCB & Case](https://github.com/niltea/Palette1202)
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Make example for this keyboard (after setting up your build environment):
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