commit
998dc6c17e
@ -1,108 +0,0 @@
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#include <stdint.h>
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#include "keyboard.h"
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#include "layer_stack.h"
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#include "debug.h"
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static uint8_t top_layer = 0;
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/* [0] always works as sentinel and not used for store.*/
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static layer_item_t layer_stack[LAYER_STACK_SIZE] = {};
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void layer_stack_clear(void)
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{
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for (uint8_t i = 0; i < LAYER_STACK_SIZE; i++) {
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layer_stack[i] = (layer_item_t){ .layer = 0,
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.next = 0,
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.used = false };
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}
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}
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bool layer_stack_push(uint8_t layer)
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{
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for (uint8_t i = 1; i < LAYER_STACK_SIZE; i++) {
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if (!layer_stack[i].used) {
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layer_stack[i] = (layer_item_t){ .layer = layer,
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.next = top_layer,
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.used = true };
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top_layer = i;
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return true;
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}
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}
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return false;
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}
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bool layer_stack_pop(void)
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{
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if (layer_stack[top_layer].used) {
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uint8_t popped = top_layer;
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top_layer = layer_stack[popped].next;
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layer_stack[popped] = (layer_item_t){};
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return true;
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}
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return false;
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}
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bool layer_stack_remove(uint8_t layer)
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{
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if (layer_stack[top_layer].used && layer_stack[top_layer].layer == layer) {
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layer_stack_pop();
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debug("layer_stack_remove: top_layer\n");
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return true;
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}
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for (uint8_t i = top_layer; layer_stack[i].used; i = layer_stack[i].next) {
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debug("layer_stack_remove: ["); debug_dec(i); debug("]");
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debug_dec(layer_stack[i].layer); debug("\n");
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uint8_t removed = layer_stack[i].next;
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if (layer_stack[removed].used && layer_stack[removed].layer == layer) {
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layer_stack[i].next = layer_stack[removed].next;
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layer_stack[removed] = (layer_item_t){};
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debug("layer_stack_remove: removed.\n");
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return true;
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}
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}
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return false;
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}
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bool layer_stack_remove_then_push(uint8_t layer)
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{
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layer_stack_remove(layer);
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return layer_stack_push(layer);
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}
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bool layer_stack_remove_or_push(uint8_t layer)
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{
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return (layer_stack_remove(layer)) || layer_stack_push(layer);
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}
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void layer_stack_debug(void)
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{
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debug("layer_stack: ");
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layer_item_t item = layer_stack[top_layer];
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while (item.used) {
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debug_dec(item.layer);
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debug("["); debug_dec(item.next); debug("] ");
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item = layer_stack[item.next];
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}
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debug("\n");
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}
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action_t layer_stack_get_action(key_t key)
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{
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action_t action;
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action.code = ACTION_TRANSPARENT;
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/* layer stack */
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for (layer_item_t i = layer_stack[top_layer]; i.used; i = layer_stack[i.next]) {
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action = action_for_key(i.layer, key);
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if (action.code != ACTION_TRANSPARENT) {
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layer_stack_debug();
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debug("layer_stack: used. "); debug_dec(i.layer); debug("\n");
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return action;
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}
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debug("layer_stack: through. "); debug_dec(i.layer); debug("\n");
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}
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return action;
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}
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@ -1,45 +0,0 @@
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/*
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Copyright 2013 Jun Wako <wakojun@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef LAYER_STACK_H
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#define LAYER_STACK_H
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#include <stdint.h>
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#include "action.h"
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/*
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* Layer stack
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*/
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#define LAYER_STACK_SIZE 8
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typedef struct {
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uint8_t layer:4;
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uint8_t next:3;
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bool used;
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} layer_item_t;
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void layer_stack_clear(void);
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bool layer_stack_push(uint8_t layer);
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bool layer_stack_pop(void);
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bool layer_stack_remove(uint8_t layer);
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bool layer_stack_remove_then_push(uint8_t layer);
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bool layer_stack_remove_or_push(uint8_t layer);
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void layer_stack_debug(void);
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action_t layer_stack_get_action(key_t key);
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#endif
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@ -0,0 +1,104 @@
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#include <stdint.h>
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#include "keyboard.h"
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#include "action.h"
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#include "debug.h"
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#include "util.h"
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#include "layer_switch.h"
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uint8_t default_layer = 0;
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uint16_t layer_switch_stat = 0;
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uint16_t layer_switch_get_stat(void)
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{
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return layer_switch_stat;
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}
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/* return highest layer whose state is on */
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uint8_t layer_switch_get_layer(void)
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{
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return biton16(layer_switch_stat);
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}
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static inline void stat_set(uint16_t stat)
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{
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debug("layer_switch: ");
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layer_switch_debug(); debug(" to ");
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layer_switch_stat = stat;
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layer_switch_debug(); debug("\n");
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clear_keyboard_but_mods(); // To avoid stuck keys
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}
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void layer_switch_clear(void)
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{
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stat_set(0);
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}
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void layer_switch_set(uint16_t stat)
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{
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stat_set(stat);
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}
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void layer_switch_move(uint8_t layer)
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{
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if (layer)
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stat_set(1<<layer);
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else
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stat_set(0); // fall back to default layer
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}
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void layer_switch_on(uint8_t layer)
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{
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stat_set(layer_switch_stat | (1<<layer));
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}
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void layer_switch_off(uint8_t layer)
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{
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stat_set(layer_switch_stat & ~(1<<layer));
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}
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void layer_switch_invert(uint8_t layer)
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{
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stat_set(layer_switch_stat ^ (1<<layer));
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}
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void layer_switch_or(uint16_t stat)
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{
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stat_set(layer_switch_stat | stat);
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}
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void layer_switch_and(uint16_t stat)
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{
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stat_set(layer_switch_stat & stat);
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}
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void layer_switch_xor(uint16_t stat)
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{
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stat_set(layer_switch_stat ^ stat);
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}
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void layer_switch_debug(void)
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{
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debug_hex16(layer_switch_stat); debug("("); debug_dec(layer_switch_get_layer()); debug(")");
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}
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action_t layer_switch_get_action(key_t key)
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{
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action_t action;
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action.code = ACTION_TRANSPARENT;
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/* higher layer first */
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for (int8_t i = 15; i >= 0; i--) {
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if (layer_switch_stat & (1<<i)) {
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action = action_for_key(i, key);
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if (action.code != ACTION_TRANSPARENT) {
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return action;
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}
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}
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}
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return action;
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}
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@ -0,0 +1,59 @@
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/*
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Copyright 2013 Jun Wako <wakojun@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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|
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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|
GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef LAYER_SWITCH_H
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#define LAYER_SWITCH_H
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#include <stdint.h>
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#include "keyboard.h"
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#include "action.h"
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/* base layer to fall back */
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extern uint8_t default_layer;
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/* layer status */
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extern uint16_t layer_switch_stat;
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/* return layer status */
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uint16_t layer_switch_get_stat(void);
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/* return current active layer */
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uint8_t layer_switch_get_layer(void);
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/* switch off all layers */
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void layer_switch_clear(void);
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/* set layer status */
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void layer_switch_set(uint16_t stat);
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/* move to layer */
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void layer_switch_move(uint8_t layer);
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/* switch on layer */
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void layer_switch_on(uint8_t layer);
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/* switch off layer */
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void layer_switch_off(uint8_t layer);
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/* switch state of layer */
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void layer_switch_invert(uint8_t layer);
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/* bitwise operation against layer status */
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void layer_switch_or(uint16_t stat);
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void layer_switch_and(uint16_t stat);
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void layer_switch_xor(uint16_t stat);
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void layer_switch_debug(void);
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/* return action depending on current layer status */
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action_t layer_switch_get_action(key_t key);
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#endif
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@ -0,0 +1,110 @@
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static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Poker Default Layer
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* ,-----------------------------------------------------------.
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* | `| 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| -| =|Backsp |
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* |-----------------------------------------------------------|
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* |Tab | Q| W| E| R| T| Y| U| I| O| P| [| ]| \|
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* |-----------------------------------------------------------|
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* |Caps | A| S| D| F| G| H| J| K| L| ;| '|Return |
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* |-----------------------------------------------------------|
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* |Shift | Z| X| C| V| B| N| M| ,| .| /|Shift |
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* |-----------------------------------------------------------|
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* |Ctrl|Gui |Alt | Space |Fn |Gui |App |Ctrl|
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* `-----------------------------------------------------------'
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*/
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/* Layer 0: qwerty */
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KEYMAP_ANSI(
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GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
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TAB, Q, W, E, R, T, Y, U, I, O, P, LBRC,RBRC,BSLS, \
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LCTL,A, S, D, F, G, H, J, K, L, SCLN,QUOT, ENT, \
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LSFT,Z, X, C, V, B, N, M, COMM,DOT, SLSH, RSFT, \
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LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
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/* Layer 1: colemak */
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KEYMAP_ANSI(
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GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
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TAB, Q, W, F, P, G, J, L, U, Y, SCLN,LBRC,RBRC,BSLS, \
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BSPC,A, R, S, T, D, H, N, E, I, O, QUOT, ENT, \
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LSFT,Z, X, C, V, B, K, M, COMM,DOT, SLSH, RSFT, \
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LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
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/* Layer 2: dvorak */
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KEYMAP_ANSI(
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GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, LBRC,RBRC,BSPC, \
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TAB, QUOT,COMM,DOT, P, Y, F, G, C, R, L, SLSH,EQL, BSLS, \
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CAPS,A, O, E, U, I, D, H, T, N, S, MINS, ENT, \
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LSFT,SCLN,Q, J, K, X, B, M, W, V, Z, RSFT, \
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LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
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/* Layer3: workman */
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KEYMAP_ANSI(
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GRV, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, MINS,EQL, BSPC, \
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TAB, Q, D, R, W, B, J, F, U, P, SCLN,LBRC,RBRC,BSLS, \
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BSPC,A, S, H, T, G, Y, N, E, O, I, QUOT, ENT, \
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LSFT,Z, X, M, C, V, K, L, COMM,DOT, SLSH, RSFT, \
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LCTL,LGUI,LALT, SPC, FN0, RGUI,APP, RCTL),
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/* Layer 4: Poker with Arrow */
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KEYMAP_ANSI(
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, UP, \
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TRNS,TRNS,TRNS, TRNS, FN1, LEFT,DOWN,RGHT),
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/* Layer 5: Poker with Esc */
|
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KEYMAP_ANSI(
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ESC, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
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TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
|
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|
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
|
||||||
|
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
|
||||||
|
TRNS,TRNS,TRNS, TRNS, FN2, TRNS,TRNS,TRNS),
|
||||||
|
/* Layer 6: Poker with Arrow and Esc */
|
||||||
|
KEYMAP_ANSI(
|
||||||
|
ESC, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
|
||||||
|
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, \
|
||||||
|
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, \
|
||||||
|
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, UP, \
|
||||||
|
TRNS,TRNS,TRNS, TRNS, FN3, LEFT,DOWN,RGHT),
|
||||||
|
/* Layer 7: Poker Fn'd */
|
||||||
|
KEYMAP_ANSI(
|
||||||
|
ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \
|
||||||
|
TRNS,FN6, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \
|
||||||
|
TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN8, END, TRNS, \
|
||||||
|
TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, TRNS, \
|
||||||
|
TRNS,TRNS,TRNS, FN5, FN4, TRNS,TRNS,TRNS),
|
||||||
|
/* Layer 8: Poker Fn'd arrow */
|
||||||
|
KEYMAP_ANSI(
|
||||||
|
ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \
|
||||||
|
TRNS,FN7, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \
|
||||||
|
TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN8, END, TRNS, \
|
||||||
|
TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, PGUP, \
|
||||||
|
TRNS,TRNS,TRNS, FN4, FN5, HOME,PGDN,END),
|
||||||
|
/* Layer 9: Poker Fn'd Esc */
|
||||||
|
KEYMAP_ANSI(
|
||||||
|
GRV, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \
|
||||||
|
TRNS,FN4, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \
|
||||||
|
TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN8, END, TRNS, \
|
||||||
|
TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, TRNS, \
|
||||||
|
TRNS,TRNS,TRNS, FN7, FN6, TRNS,TRNS,TRNS),
|
||||||
|
/* Layer 10: Poker Fn'd Arrow + Esc */
|
||||||
|
KEYMAP_ANSI(
|
||||||
|
GRV, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, TRNS, \
|
||||||
|
TRNS,FN5, UP, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,CALC,TRNS,HOME,INS, TRNS, \
|
||||||
|
TRNS,LEFT,DOWN,RGHT,TRNS,TRNS,PSCR,SLCK,PAUS,TRNS,FN8, END, TRNS, \
|
||||||
|
TRNS,DEL, TRNS,WHOM,MUTE,VOLU,VOLD,TRNS,PGUP,PGDN,DEL, PGUP, \
|
||||||
|
TRNS,TRNS,TRNS, FN6, FN7, HOME,PGDN,END),
|
||||||
|
};
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Fn action definition
|
||||||
|
*/
|
||||||
|
static const uint16_t PROGMEM fn_actions[] = {
|
||||||
|
/* Poker Layout */
|
||||||
|
[0] = ACTION_LAYER_SET_P(7), // FN0 move to Fn'd when press
|
||||||
|
[1] = ACTION_LAYER_SET_P(8), // FN1 move to Fn'd arrow when press
|
||||||
|
[2] = ACTION_LAYER_SET_P(9), // FN2 move to Fn'd Esc when press
|
||||||
|
[3] = ACTION_LAYER_SET_P(10), // FN3 move to Fn'd arrow + Esc when press
|
||||||
|
|
||||||
|
[4] = ACTION_LAYER_SET_R(0), // FN4 move to default when release
|
||||||
|
[5] = ACTION_LAYER_SET_R(4), // FN5 move to arrow when release
|
||||||
|
[6] = ACTION_LAYER_SET_R(5), // FN6 move to Esc when release
|
||||||
|
[7] = ACTION_LAYER_SET_R(6), // FN7 move to arrow + Esc when release
|
||||||
|
|
||||||
|
[8] = ACTION_RMODS_KEY(MOD_BIT(KC_RCTL)|MOD_BIT(KC_RSFT), KC_ESC), // FN8 Task(RControl,RShift+Esc)
|
||||||
|
};
|
Loading…
Reference in new issue