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qmk_firmware/quantum/quantum.c

1110 lines
27 KiB

/* Copyright 2016-2017 Jack Humbert
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "quantum.h"
#ifdef PROTOCOL_LUFA
#include "outputselect.h"
#endif
#ifndef TAPPING_TERM
#define TAPPING_TERM 200
#endif
#include "backlight.h"
extern backlight_config_t backlight_config;
#ifdef FAUXCLICKY_ENABLE
#include "fauxclicky.h"
#endif
#ifdef AUDIO_ENABLE
#ifndef GOODBYE_SONG
#define GOODBYE_SONG SONG(GOODBYE_SOUND)
#endif
#ifndef AG_NORM_SONG
#define AG_NORM_SONG SONG(AG_NORM_SOUND)
#endif
#ifndef AG_SWAP_SONG
#define AG_SWAP_SONG SONG(AG_SWAP_SOUND)
#endif
#ifndef DEFAULT_LAYER_SONGS
#define DEFAULT_LAYER_SONGS { }
#endif
float goodbye_song[][2] = GOODBYE_SONG;
float ag_norm_song[][2] = AG_NORM_SONG;
float ag_swap_song[][2] = AG_SWAP_SONG;
float default_layer_songs[][16][2] = DEFAULT_LAYER_SONGS;
#endif
static void do_code16 (uint16_t code, void (*f) (uint8_t)) {
switch (code) {
case QK_MODS ... QK_MODS_MAX:
break;
default:
return;
}
if (code & QK_LCTL)
f(KC_LCTL);
if (code & QK_LSFT)
f(KC_LSFT);
if (code & QK_LALT)
f(KC_LALT);
if (code & QK_LGUI)
f(KC_LGUI);
if (code < QK_RMODS_MIN) return;
if (code & QK_RCTL)
f(KC_RCTL);
if (code & QK_RSFT)
f(KC_RSFT);
if (code & QK_RALT)
f(KC_RALT);
if (code & QK_RGUI)
f(KC_RGUI);
}
static inline void qk_register_weak_mods(uint8_t kc) {
add_weak_mods(MOD_BIT(kc));
send_keyboard_report();
}
static inline void qk_unregister_weak_mods(uint8_t kc) {
del_weak_mods(MOD_BIT(kc));
send_keyboard_report();
}
static inline void qk_register_mods(uint8_t kc) {
add_weak_mods(MOD_BIT(kc));
send_keyboard_report();
}
static inline void qk_unregister_mods(uint8_t kc) {
del_weak_mods(MOD_BIT(kc));
send_keyboard_report();
}
void register_code16 (uint16_t code) {
if (IS_MOD(code) || code == KC_NO) {
do_code16 (code, qk_register_mods);
} else {
do_code16 (code, qk_register_weak_mods);
}
register_code (code);
}
void unregister_code16 (uint16_t code) {
unregister_code (code);
if (IS_MOD(code) || code == KC_NO) {
do_code16 (code, qk_unregister_mods);
} else {
do_code16 (code, qk_unregister_weak_mods);
}
}
__attribute__ ((weak))
bool process_action_kb(keyrecord_t *record) {
return true;
}
__attribute__ ((weak))
bool process_record_kb(uint16_t keycode, keyrecord_t *record) {
return process_record_user(keycode, record);
}
__attribute__ ((weak))
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
return true;
}
void reset_keyboard(void) {
clear_keyboard();
#if defined(AUDIO_ENABLE) || (defined(MIDI_ENABLE) && defined(MIDI_ENABLE_BASIC))
music_all_notes_off();
uint16_t timer_start = timer_read();
PLAY_SONG(goodbye_song);
shutdown_user();
while(timer_elapsed(timer_start) < 250)
wait_ms(1);
stop_all_notes();
#else
wait_ms(250);
#endif
#ifdef CATERINA_BOOTLOADER
*(uint16_t *)0x0800 = 0x7777; // these two are a-star-specific
#endif
bootloader_jump();
}
9 years ago
// Shift / paren setup
#ifndef LSPO_KEY
#define LSPO_KEY KC_9
#endif
#ifndef RSPC_KEY
#define RSPC_KEY KC_0
#endif
static bool shift_interrupted[2] = {0, 0};
static uint16_t scs_timer[2] = {0, 0};
bool process_record_quantum(keyrecord_t *record) {
/* This gets the keycode from the key pressed */
keypos_t key = record->event.key;
uint16_t keycode;
#if !defined(NO_ACTION_LAYER) && defined(PREVENT_STUCK_MODIFIERS)
/* TODO: Use store_or_get_action() or a similar function. */
if (!disable_action_cache) {
uint8_t layer;
if (record->event.pressed) {
layer = layer_switch_get_layer(key);
update_source_layers_cache(key, layer);
} else {
layer = read_source_layers_cache(key);
}
keycode = keymap_key_to_keycode(layer, key);
} else
#endif
keycode = keymap_key_to_keycode(layer_switch_get_layer(key), key);
// This is how you use actions here
// if (keycode == KC_LEAD) {
// action_t action;
// action.code = ACTION_DEFAULT_LAYER_SET(0);
// process_action(record, action);
// return false;
// }
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
8 years ago
if (!(
#if defined(KEY_LOCK_ENABLE)
// Must run first to be able to mask key_up events.
process_key_lock(keycode, record) &&
#endif
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
8 years ago
process_record_kb(keycode, record) &&
#if defined(MIDI_ENABLE) && defined(MIDI_ADVANCED)
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
8 years ago
process_midi(keycode, record) &&
#endif
#ifdef AUDIO_ENABLE
process_audio(keycode, record) &&
#endif
#ifdef STENO_ENABLE
process_steno(keycode, record) &&
#endif
#if defined(AUDIO_ENABLE) || (defined(MIDI_ENABLE) && defined(MIDI_BASIC))
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
8 years ago
process_music(keycode, record) &&
#endif
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
8 years ago
#ifdef TAP_DANCE_ENABLE
process_tap_dance(keycode, record) &&
#endif
#ifndef DISABLE_LEADER
process_leader(keycode, record) &&
#endif
#ifndef DISABLE_CHORDING
process_chording(keycode, record) &&
#endif
#ifdef COMBO_ENABLE
process_combo(keycode, record) &&
#endif
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
8 years ago
#ifdef UNICODE_ENABLE
process_unicode(keycode, record) &&
#endif
#ifdef UCIS_ENABLE
process_ucis(keycode, record) &&
#endif
#ifdef PRINTING_ENABLE
process_printer(keycode, record) &&
8 years ago
#endif
#ifdef UNICODEMAP_ENABLE
process_unicode_map(keycode, record) &&
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
8 years ago
#endif
true)) {
return false;
}
9 years ago
// Shift / paren setup
switch(keycode) {
case RESET:
if (record->event.pressed) {
reset_keyboard();
}
return false;
break;
case DEBUG:
if (record->event.pressed) {
print("\nDEBUG: enabled.\n");
debug_enable = true;
}
return false;
break;
#ifdef FAUXCLICKY_ENABLE
case FC_TOG:
if (record->event.pressed) {
FAUXCLICKY_TOGGLE;
}
return false;
break;
case FC_ON:
if (record->event.pressed) {
FAUXCLICKY_ON;
}
return false;
break;
case FC_OFF:
if (record->event.pressed) {
FAUXCLICKY_OFF;
}
return false;
break;
#endif
#ifdef RGBLIGHT_ENABLE
case RGB_TOG:
if (record->event.pressed) {
rgblight_toggle();
}
return false;
break;
case RGB_MOD:
if (record->event.pressed) {
rgblight_step();
}
return false;
break;
case RGB_HUI:
if (record->event.pressed) {
rgblight_increase_hue();
}
return false;
break;
case RGB_HUD:
if (record->event.pressed) {
rgblight_decrease_hue();
}
return false;
break;
case RGB_SAI:
if (record->event.pressed) {
rgblight_increase_sat();
}
return false;
break;
case RGB_SAD:
if (record->event.pressed) {
rgblight_decrease_sat();
}
return false;
break;
case RGB_VAI:
if (record->event.pressed) {
rgblight_increase_val();
}
return false;
break;
case RGB_VAD:
if (record->event.pressed) {
rgblight_decrease_val();
}
return false;
break;
#endif
#ifdef PROTOCOL_LUFA
case OUT_AUTO:
if (record->event.pressed) {
set_output(OUTPUT_AUTO);
}
return false;
break;
case OUT_USB:
if (record->event.pressed) {
set_output(OUTPUT_USB);
}
return false;
break;
#ifdef BLUETOOTH_ENABLE
case OUT_BT:
if (record->event.pressed) {
set_output(OUTPUT_BLUETOOTH);
}
return false;
break;
#endif
#endif
case MAGIC_SWAP_CONTROL_CAPSLOCK ... MAGIC_TOGGLE_NKRO:
if (record->event.pressed) {
// MAGIC actions (BOOTMAGIC without the boot)
if (!eeconfig_is_enabled()) {
eeconfig_init();
}
/* keymap config */
keymap_config.raw = eeconfig_read_keymap();
switch (keycode)
{
case MAGIC_SWAP_CONTROL_CAPSLOCK:
keymap_config.swap_control_capslock = true;
break;
case MAGIC_CAPSLOCK_TO_CONTROL:
keymap_config.capslock_to_control = true;
break;
case MAGIC_SWAP_LALT_LGUI:
keymap_config.swap_lalt_lgui = true;
break;
case MAGIC_SWAP_RALT_RGUI:
keymap_config.swap_ralt_rgui = true;
break;
case MAGIC_NO_GUI:
keymap_config.no_gui = true;
break;
case MAGIC_SWAP_GRAVE_ESC:
keymap_config.swap_grave_esc = true;
break;
case MAGIC_SWAP_BACKSLASH_BACKSPACE:
keymap_config.swap_backslash_backspace = true;
break;
case MAGIC_HOST_NKRO:
keymap_config.nkro = true;
break;
case MAGIC_SWAP_ALT_GUI:
keymap_config.swap_lalt_lgui = true;
keymap_config.swap_ralt_rgui = true;
#ifdef AUDIO_ENABLE
PLAY_SONG(ag_swap_song);
#endif
break;
case MAGIC_UNSWAP_CONTROL_CAPSLOCK:
keymap_config.swap_control_capslock = false;
break;
case MAGIC_UNCAPSLOCK_TO_CONTROL:
keymap_config.capslock_to_control = false;
break;
case MAGIC_UNSWAP_LALT_LGUI:
keymap_config.swap_lalt_lgui = false;
break;
case MAGIC_UNSWAP_RALT_RGUI:
keymap_config.swap_ralt_rgui = false;
break;
case MAGIC_UNNO_GUI:
keymap_config.no_gui = false;
break;
case MAGIC_UNSWAP_GRAVE_ESC:
keymap_config.swap_grave_esc = false;
break;
case MAGIC_UNSWAP_BACKSLASH_BACKSPACE:
keymap_config.swap_backslash_backspace = false;
break;
case MAGIC_UNHOST_NKRO:
keymap_config.nkro = false;
break;
case MAGIC_UNSWAP_ALT_GUI:
keymap_config.swap_lalt_lgui = false;
keymap_config.swap_ralt_rgui = false;
#ifdef AUDIO_ENABLE
PLAY_SONG(ag_norm_song);
#endif
break;
case MAGIC_TOGGLE_NKRO:
keymap_config.nkro = !keymap_config.nkro;
break;
default:
break;
}
eeconfig_update_keymap(keymap_config.raw);
clear_keyboard(); // clear to prevent stuck keys
return false;
}
break;
case KC_LSPO: {
if (record->event.pressed) {
shift_interrupted[0] = false;
scs_timer[0] = timer_read ();
register_mods(MOD_BIT(KC_LSFT));
}
else {
#ifdef DISABLE_SPACE_CADET_ROLLOVER
if (get_mods() & MOD_BIT(KC_RSFT)) {
shift_interrupted[0] = true;
shift_interrupted[1] = true;
}
#endif
if (!shift_interrupted[0] && timer_elapsed(scs_timer[0]) < TAPPING_TERM) {
register_code(LSPO_KEY);
unregister_code(LSPO_KEY);
}
unregister_mods(MOD_BIT(KC_LSFT));
}
return false;
// break;
}
case KC_RSPC: {
if (record->event.pressed) {
shift_interrupted[1] = false;
scs_timer[1] = timer_read ();
register_mods(MOD_BIT(KC_RSFT));
}
else {
#ifdef DISABLE_SPACE_CADET_ROLLOVER
if (get_mods() & MOD_BIT(KC_LSFT)) {
shift_interrupted[0] = true;
shift_interrupted[1] = true;
}
#endif
if (!shift_interrupted[1] && timer_elapsed(scs_timer[1]) < TAPPING_TERM) {
register_code(RSPC_KEY);
unregister_code(RSPC_KEY);
}
unregister_mods(MOD_BIT(KC_RSFT));
}
return false;
// break;
}
case GRAVE_ESC: {
void (*method)(uint8_t) = (record->event.pressed) ? &add_key : &del_key;
uint8_t shifted = get_mods() & ((MOD_BIT(KC_LSHIFT)|MOD_BIT(KC_RSHIFT)
|MOD_BIT(KC_LGUI)|MOD_BIT(KC_RGUI)));
method(shifted ? KC_GRAVE : KC_ESCAPE);
send_keyboard_report();
}
default: {
shift_interrupted[0] = true;
shift_interrupted[1] = true;
break;
}
}
return process_action_kb(record);
}
__attribute__ ((weak))
const bool ascii_to_shift_lut[0x80] PROGMEM = {
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 0,
1, 1, 1, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 1, 0, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 0, 0, 0, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 1, 1, 0
};
__attribute__ ((weak))
const uint8_t ascii_to_keycode_lut[0x80] PROGMEM = {
0, 0, 0, 0, 0, 0, 0, 0,
KC_BSPC, KC_TAB, KC_ENT, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, KC_ESC, 0, 0, 0, 0,
KC_SPC, KC_1, KC_QUOT, KC_3, KC_4, KC_5, KC_7, KC_QUOT,
KC_9, KC_0, KC_8, KC_EQL, KC_COMM, KC_MINS, KC_DOT, KC_SLSH,
KC_0, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7,
KC_8, KC_9, KC_SCLN, KC_SCLN, KC_COMM, KC_EQL, KC_DOT, KC_SLSH,
KC_2, KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G,
KC_H, KC_I, KC_J, KC_K, KC_L, KC_M, KC_N, KC_O,
KC_P, KC_Q, KC_R, KC_S, KC_T, KC_U, KC_V, KC_W,
KC_X, KC_Y, KC_Z, KC_LBRC, KC_BSLS, KC_RBRC, KC_6, KC_MINS,
KC_GRV, KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G,
KC_H, KC_I, KC_J, KC_K, KC_L, KC_M, KC_N, KC_O,
KC_P, KC_Q, KC_R, KC_S, KC_T, KC_U, KC_V, KC_W,
KC_X, KC_Y, KC_Z, KC_LBRC, KC_BSLS, KC_RBRC, KC_GRV, KC_DEL
};
void send_string(const char *str) {
send_string_with_delay(str, 0);
}
void send_string_with_delay(const char *str, uint8_t interval) {
while (1) {
uint8_t keycode;
uint8_t ascii_code = pgm_read_byte(str);
if (!ascii_code) break;
keycode = pgm_read_byte(&ascii_to_keycode_lut[ascii_code]);
if (pgm_read_byte(&ascii_to_shift_lut[ascii_code])) {
register_code(KC_LSFT);
register_code(keycode);
unregister_code(keycode);
unregister_code(KC_LSFT);
}
else {
register_code(keycode);
unregister_code(keycode);
}
++str;
// interval
{ uint8_t ms = interval; while (ms--) wait_ms(1); }
}
}
void set_single_persistent_default_layer(uint8_t default_layer) {
#ifdef AUDIO_ENABLE
PLAY_SONG(default_layer_songs[default_layer]);
#endif
eeconfig_update_default_layer(1U<<default_layer);
default_layer_set(1U<<default_layer);
}
void update_tri_layer(uint8_t layer1, uint8_t layer2, uint8_t layer3) {
if (IS_LAYER_ON(layer1) && IS_LAYER_ON(layer2)) {
layer_on(layer3);
} else {
layer_off(layer3);
}
}
void tap_random_base64(void) {
#if defined(__AVR_ATmega32U4__)
uint8_t key = (TCNT0 + TCNT1 + TCNT3 + TCNT4) % 64;
#else
uint8_t key = rand() % 64;
#endif
switch (key) {
case 0 ... 25:
register_code(KC_LSFT);
register_code(key + KC_A);
unregister_code(key + KC_A);
unregister_code(KC_LSFT);
break;
case 26 ... 51:
register_code(key - 26 + KC_A);
unregister_code(key - 26 + KC_A);
break;
case 52:
register_code(KC_0);
unregister_code(KC_0);
break;
case 53 ... 61:
register_code(key - 53 + KC_1);
unregister_code(key - 53 + KC_1);
break;
case 62:
register_code(KC_LSFT);
register_code(KC_EQL);
unregister_code(KC_EQL);
unregister_code(KC_LSFT);
break;
case 63:
register_code(KC_SLSH);
unregister_code(KC_SLSH);
break;
}
}
void matrix_init_quantum() {
#ifdef BACKLIGHT_ENABLE
backlight_init_ports();
#endif
#ifdef AUDIO_ENABLE
audio_init();
#endif
matrix_init_kb();
}
void matrix_scan_quantum() {
#ifdef AUDIO_ENABLE
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
8 years ago
matrix_scan_music();
#endif
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
8 years ago
#ifdef TAP_DANCE_ENABLE
matrix_scan_tap_dance();
#endif
#ifdef COMBO_ENABLE
matrix_scan_combo();
#endif
#if defined(BACKLIGHT_ENABLE) && defined(BACKLIGHT_PIN)
backlight_task();
#endif
matrix_scan_kb();
}
#if defined(BACKLIGHT_ENABLE) && defined(BACKLIGHT_PIN)
static const uint8_t backlight_pin = BACKLIGHT_PIN;
#if BACKLIGHT_PIN == B7
# define COM1x1 COM1C1
# define OCR1x OCR1C
#elif BACKLIGHT_PIN == B6
# define COM1x1 COM1B1
# define OCR1x OCR1B
#elif BACKLIGHT_PIN == B5
# define COM1x1 COM1A1
# define OCR1x OCR1A
#else
# define NO_BACKLIGHT_CLOCK
#endif
#ifndef BACKLIGHT_ON_STATE
#define BACKLIGHT_ON_STATE 0
#endif
__attribute__ ((weak))
void backlight_init_ports(void)
{
// Setup backlight pin as output and output to on state.
// DDRx |= n
_SFR_IO8((backlight_pin >> 4) + 1) |= _BV(backlight_pin & 0xF);
#if BACKLIGHT_ON_STATE == 0
// PORTx &= ~n
_SFR_IO8((backlight_pin >> 4) + 2) &= ~_BV(backlight_pin & 0xF);
#else
// PORTx |= n
_SFR_IO8((backlight_pin >> 4) + 2) |= _BV(backlight_pin & 0xF);
#endif
#ifndef NO_BACKLIGHT_CLOCK
// Use full 16-bit resolution.
ICR1 = 0xFFFF;
// I could write a wall of text here to explain... but TL;DW
// Go read the ATmega32u4 datasheet.
// And this: http://blog.saikoled.com/post/43165849837/secret-konami-cheat-code-to-high-resolution-pwm-on
// Pin PB7 = OCR1C (Timer 1, Channel C)
// Compare Output Mode = Clear on compare match, Channel C = COM1C1=1 COM1C0=0
// (i.e. start high, go low when counter matches.)
// WGM Mode 14 (Fast PWM) = WGM13=1 WGM12=1 WGM11=1 WGM10=0
// Clock Select = clk/1 (no prescaling) = CS12=0 CS11=0 CS10=1
TCCR1A = _BV(COM1x1) | _BV(WGM11); // = 0b00001010;
TCCR1B = _BV(WGM13) | _BV(WGM12) | _BV(CS10); // = 0b00011001;
#endif
backlight_init();
#ifdef BACKLIGHT_BREATHING
breathing_defaults();
#endif
}
__attribute__ ((weak))
void backlight_set(uint8_t level)
{
// Prevent backlight blink on lowest level
// #if BACKLIGHT_ON_STATE == 0
// // PORTx &= ~n
// _SFR_IO8((backlight_pin >> 4) + 2) &= ~_BV(backlight_pin & 0xF);
// #else
// // PORTx |= n
// _SFR_IO8((backlight_pin >> 4) + 2) |= _BV(backlight_pin & 0xF);
// #endif
if ( level == 0 ) {
#ifndef NO_BACKLIGHT_CLOCK
// Turn off PWM control on backlight pin, revert to output low.
TCCR1A &= ~(_BV(COM1x1));
OCR1x = 0x0;
#else
// #if BACKLIGHT_ON_STATE == 0
// // PORTx |= n
// _SFR_IO8((backlight_pin >> 4) + 2) |= _BV(backlight_pin & 0xF);
// #else
// // PORTx &= ~n
// _SFR_IO8((backlight_pin >> 4) + 2) &= ~_BV(backlight_pin & 0xF);
// #endif
#endif
}
#ifndef NO_BACKLIGHT_CLOCK
else if ( level == BACKLIGHT_LEVELS ) {
// Turn on PWM control of backlight pin
TCCR1A |= _BV(COM1x1);
// Set the brightness
OCR1x = 0xFFFF;
}
else {
// Turn on PWM control of backlight pin
TCCR1A |= _BV(COM1x1);
// Set the brightness
OCR1x = 0xFFFF >> ((BACKLIGHT_LEVELS - level) * ((BACKLIGHT_LEVELS + 1) / 2));
}
#endif
#ifdef BACKLIGHT_BREATHING
breathing_intensity_default();
#endif
}
uint8_t backlight_tick = 0;
void backlight_task(void) {
#ifdef NO_BACKLIGHT_CLOCK
if ((0xFFFF >> ((BACKLIGHT_LEVELS - backlight_config.level) * ((BACKLIGHT_LEVELS + 1) / 2))) & (1 << backlight_tick)) {
#if BACKLIGHT_ON_STATE == 0
// PORTx &= ~n
_SFR_IO8((backlight_pin >> 4) + 2) &= ~_BV(backlight_pin & 0xF);
#else
// PORTx |= n
_SFR_IO8((backlight_pin >> 4) + 2) |= _BV(backlight_pin & 0xF);
#endif
} else {
#if BACKLIGHT_ON_STATE == 0
// PORTx |= n
_SFR_IO8((backlight_pin >> 4) + 2) |= _BV(backlight_pin & 0xF);
#else
// PORTx &= ~n
_SFR_IO8((backlight_pin >> 4) + 2) &= ~_BV(backlight_pin & 0xF);
#endif
}
backlight_tick = (backlight_tick + 1) % 16;
#endif
}
#ifdef BACKLIGHT_BREATHING
#define BREATHING_NO_HALT 0
#define BREATHING_HALT_OFF 1
#define BREATHING_HALT_ON 2
static uint8_t breath_intensity;
static uint8_t breath_speed;
static uint16_t breathing_index;
static uint8_t breathing_halt;
void breathing_enable(void)
{
if (get_backlight_level() == 0)
{
breathing_index = 0;
}
else
{
// Set breathing_index to be at the midpoint (brightest point)
breathing_index = 0x20 << breath_speed;
}
breathing_halt = BREATHING_NO_HALT;
// Enable breathing interrupt
TIMSK1 |= _BV(OCIE1A);
}
void breathing_pulse(void)
{
if (get_backlight_level() == 0)
{
breathing_index = 0;
}
else
{
// Set breathing_index to be at the midpoint + 1 (brightest point)
breathing_index = 0x21 << breath_speed;
}
breathing_halt = BREATHING_HALT_ON;
// Enable breathing interrupt
TIMSK1 |= _BV(OCIE1A);
}
void breathing_disable(void)
{
// Disable breathing interrupt
TIMSK1 &= ~_BV(OCIE1A);
backlight_set(get_backlight_level());
}
void breathing_self_disable(void)
{
if (get_backlight_level() == 0)
{
breathing_halt = BREATHING_HALT_OFF;
}
else
{
breathing_halt = BREATHING_HALT_ON;
}
//backlight_set(get_backlight_level());
}
void breathing_toggle(void)
{
if (!is_breathing())
{
if (get_backlight_level() == 0)
{
breathing_index = 0;
}
else
{
// Set breathing_index to be at the midpoint + 1 (brightest point)
breathing_index = 0x21 << breath_speed;
}
breathing_halt = BREATHING_NO_HALT;
}
// Toggle breathing interrupt
TIMSK1 ^= _BV(OCIE1A);
// Restore backlight level
if (!is_breathing())
{
backlight_set(get_backlight_level());
}
}
bool is_breathing(void)
{
return (TIMSK1 && _BV(OCIE1A));
}
void breathing_intensity_default(void)
{
//breath_intensity = (uint8_t)((uint16_t)100 * (uint16_t)get_backlight_level() / (uint16_t)BACKLIGHT_LEVELS);
breath_intensity = ((BACKLIGHT_LEVELS - get_backlight_level()) * ((BACKLIGHT_LEVELS + 1) / 2));
}
void breathing_intensity_set(uint8_t value)
{
breath_intensity = value;
}
void breathing_speed_default(void)
{
breath_speed = 4;
}
void breathing_speed_set(uint8_t value)
{
bool is_breathing_now = is_breathing();
uint8_t old_breath_speed = breath_speed;
if (is_breathing_now)
{
// Disable breathing interrupt
TIMSK1 &= ~_BV(OCIE1A);
}
breath_speed = value;
if (is_breathing_now)
{
// Adjust index to account for new speed
breathing_index = (( (uint8_t)( (breathing_index) >> old_breath_speed ) ) & 0x3F) << breath_speed;
// Enable breathing interrupt
TIMSK1 |= _BV(OCIE1A);
}
}
void breathing_speed_inc(uint8_t value)
{
if ((uint16_t)(breath_speed - value) > 10 )
{
breathing_speed_set(0);
}
else
{
breathing_speed_set(breath_speed - value);
}
}
void breathing_speed_dec(uint8_t value)
{
if ((uint16_t)(breath_speed + value) > 10 )
{
breathing_speed_set(10);
}
else
{
breathing_speed_set(breath_speed + value);
}
}
void breathing_defaults(void)
{
breathing_intensity_default();
breathing_speed_default();
breathing_halt = BREATHING_NO_HALT;
}
/* Breathing Sleep LED brighness(PWM On period) table
* (64[steps] * 4[duration]) / 64[PWM periods/s] = 4 second breath cycle
*
* http://www.wolframalpha.com/input/?i=%28sin%28+x%2F64*pi%29**8+*+255%2C+x%3D0+to+63
* (0..63).each {|x| p ((sin(x/64.0*PI)**8)*255).to_i }
*/
static const uint8_t breathing_table[64] PROGMEM = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 6, 10,
15, 23, 32, 44, 58, 74, 93, 113, 135, 157, 179, 199, 218, 233, 245, 252,
255, 252, 245, 233, 218, 199, 179, 157, 135, 113, 93, 74, 58, 44, 32, 23,
15, 10, 6, 4, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
ISR(TIMER1_COMPA_vect)
{
// OCR1x = (pgm_read_byte(&breathing_table[ ( (uint8_t)( (breathing_index++) >> breath_speed ) ) & 0x3F ] )) * breath_intensity;
uint8_t local_index = ( (uint8_t)( (breathing_index++) >> breath_speed ) ) & 0x3F;
if (((breathing_halt == BREATHING_HALT_ON) && (local_index == 0x20)) || ((breathing_halt == BREATHING_HALT_OFF) && (local_index == 0x3F)))
{
// Disable breathing interrupt
TIMSK1 &= ~_BV(OCIE1A);
}
OCR1x = (uint16_t)(((uint16_t)pgm_read_byte(&breathing_table[local_index]) * 257)) >> breath_intensity;
}
#endif // breathing
#else // backlight
__attribute__ ((weak))
void backlight_init_ports(void)
{
}
__attribute__ ((weak))
void backlight_set(uint8_t level)
{
}
#endif // backlight
// Functions for spitting out values
//
void send_dword(uint32_t number) { // this might not actually work
uint16_t word = (number >> 16);
send_word(word);
send_word(number & 0xFFFFUL);
}
void send_word(uint16_t number) {
uint8_t byte = number >> 8;
send_byte(byte);
send_byte(number & 0xFF);
}
void send_byte(uint8_t number) {
uint8_t nibble = number >> 4;
send_nibble(nibble);
send_nibble(number & 0xF);
}
void send_nibble(uint8_t number) {
switch (number) {
case 0:
register_code(KC_0);
unregister_code(KC_0);
break;
case 1 ... 9:
register_code(KC_1 + (number - 1));
unregister_code(KC_1 + (number - 1));
break;
case 0xA ... 0xF:
register_code(KC_A + (number - 0xA));
unregister_code(KC_A + (number - 0xA));
break;
}
}
__attribute__((weak))
uint16_t hex_to_keycode(uint8_t hex)
{
if (hex == 0x0) {
return KC_0;
} else if (hex < 0xA) {
return KC_1 + (hex - 0x1);
} else {
return KC_A + (hex - 0xA);
}
}
void api_send_unicode(uint32_t unicode) {
#ifdef API_ENABLE
8 years ago
uint8_t chunk[4];
dword_to_bytes(unicode, chunk);
MT_SEND_DATA(DT_UNICODE, chunk, 5);
#endif
8 years ago
}
__attribute__ ((weak))
void led_set_user(uint8_t usb_led) {
}
__attribute__ ((weak))
void led_set_kb(uint8_t usb_led) {
led_set_user(usb_led);
}
__attribute__ ((weak))
void led_init_ports(void)
{
}
__attribute__ ((weak))
void led_set(uint8_t usb_led)
{
// Example LED Code
//
// // Using PE6 Caps Lock LED
// if (usb_led & (1<<USB_LED_CAPS_LOCK))
// {
// // Output high.
// DDRE |= (1<<6);
// PORTE |= (1<<6);
// }
// else
// {
// // Output low.
// DDRE &= ~(1<<6);
// PORTE &= ~(1<<6);
// }
led_set_kb(usb_led);
}
//------------------------------------------------------------------------------
// Override these functions in your keymap file to play different tunes on
// different events such as startup and bootloader jump
__attribute__ ((weak))
void startup_user() {}
__attribute__ ((weak))
void shutdown_user() {}
//------------------------------------------------------------------------------