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#pragma once

#include "config_common.h"

/* USB Device descriptor parameter */
#define VENDOR_ID       0xC1ED
#define PRODUCT_ID      0x2390
#define DEVICE_VER      0x0001
#define MANUFACTURER    Clueboard
#define PRODUCT         Clueboard 66% rev4
#define DESCRIPTION     QMK keyboard firmware for Clueboard

/* Address for jumping to bootloader on STM32 chips. */
/* It is chip dependent, the correct number can be looked up here:
 * http://www.st.com/web/en/resource/technical/document/application_note/CD00167594.pdf
 */
#define STM32_BOOTLOADER_ADDRESS 0x1FFFD800

/* key matrix size */
#define MATRIX_ROWS 10
#define MATRIX_COLS 8

/* ROWS: Top to bottom, COLS: Left to right
*/
#define MATRIX_ROW_PINS { B11, A6, A3, A2, A1, B7, B6, C15, C14, C13 }
#define MATRIX_COL_PINS { B10, B2, B1, B0, A7, B4, B3, B5 }
#define UNUSED_PINS { B15, B14, B13, B12, B9, B8, A15, A10, A9, A8 }

/* COL2ROW or ROW2COL */
#define DIODE_DIRECTION COL2ROW

/* Set 0 if debouncing isn't needed */
#define DEBOUNCING_DELAY 5

/* Mechanical locking support. Use KC_LCAP, KC_LNUM or KC_LSCR instead in keymap */
#define LOCKING_SUPPORT_ENABLE
/* Locking resynchronize hack */
#define LOCKING_RESYNC_ENABLE

/*
 * Feature disable options
 *  These options are also useful to firmware size reduction.
 */

/* disable debug print */
//#define NO_DEBUG

/* disable print */
//#define NO_PRINT

/* disable action features */
//#define NO_ACTION_LAYER
//#define NO_ACTION_TAPPING
//#define NO_ACTION_ONESHOT
//#define NO_ACTION_MACRO
//#define NO_ACTION_FUNCTION

 /* Backlight configuration
 */
#define BACKLIGHT_LEVELS 1

/* Underlight configuration
 */
#define RGB_DI_PIN D7
#define RGBLED_NUM 18     // Number of LEDs
#define RGBLIGHT_HUE_STEP 32
#define RGBLIGHT_SAT_STEP 17
#define RGBLIGHT_VAL_STEP 17

#define RGBLIGHT_ANIMATIONS
#define RGBLIGHT_EFFECT_BREATHE_CENTER 1
#define RGBLIGHT_EFFECT_BREATHE_MAX 200
#define RGBLIGHT_EFFECT_CHRISTMAS_INTERVAL 666*2
#define RGBLIGHT_EFFECT_CHRISTMAS_STEP 1
#define RGBLIGHT_EFFECT_KNIGHT_LENGTH 3   // How many LEDs wide to light up
#define RGBLIGHT_EFFECT_KNIGHT_OFFSET 2   // The led to start at
#define RGBLIGHT_EFFECT_KNIGHT_LED_NUM 5  // How many LEDs to travel
#define RGBLIGHT_EFFECT_SNAKE_LENGTH 4    // How many LEDs wide to light up