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Merge ChibiOS and LUFA descriptor support (#2362) * Move lufa descriptor to protocol/usb_descriptor * Try to compile usb_descriptor on ChibiOS * Add lufa_utils for ChibiOS Lufa USB descriptors for ChibiOS * More lufa_util compatibility fixes * First compiling version of shared USB descriptor * Send the usb descriptors * Fix the CONSOLE output on ChibiOS * Add errors for unsupported interfaces * Enable support for vitual serial port USB descriptors * Implement virtual serial port for ChibiOS * Cleanup the lufa_utils Use the default lufa header files * Add raw hid support for ChibiOS This is completely untested * Enable midi compilation on ChibiOS * Move midi functionality out of lufa.c * Don't register sysex callback when not needed * ChibiOS compilation fixes * Update ChibiOS submodule * Fix the Midi USB descriptor It didn't work properly when both Midi and Virtual serial port was enabled. * Add MIDI support for ChibiOS * Fix USB descriptor strings on ChibiOS * Use serial usb driver for raw hid * Generalize the ChibiOS stream like drivers This makes the initialization much more simple and eliminates a lot of the code duplication. * Convert console output to chibios stream driver * Fixes for ChibiOS update * Update the ChibiOS contrib submodule To include the usb data toggle synchronization fixes * Fix duplicate reset enumeration on ChibiOS * Add missing include * Add number of endpoints check for ChibiOS * Enable serial USB driver on all keyboards * Add missing includes when API is enabled withot midi * Add another missing inlcude
6 years ago
Backlighting for JJ40 and underglow initialisation code (#2260) * Cleanup Mechmini keymap. Once the custom RGB function is defined, there is no need to manually handle RGB code. * Change default to KEYMAP_MIT, not KEYMAP_OFFSET * Add custom RGB code for JJ40 * Reset Mechmini advertised power draw to 500. Will have to test actual maximum power draw later. * RGB working on JJ40. * Fix: saturation increase/decrease flipped * Add new directory for my custom keymap with RGB keycodes * Swap LAlt and LGUI * Update JJ40 max power draw with measured value * Update: fun40 rules.mk to enable underglow; earlier failed Travis CI * Fix: init RGB LEDs on boot. Also added HHKB-like keymap for XD60. * Super rudimentary backlight test, init RGB LEDs on boot * Backlighting works - stays on for now * Toggling working * Now can override backlight.c functions. Problem was functions in backlight.c weren't called before due to a lack of matrix_scan_quantum() in matrix.c * Timers not working * Delete global.h * Cleanup * Compiles * Good sign: LEDs stop working again * Handle timer1 overflow * Progress: fix: forgot to init * Backlighting fully working now except breathing. * Revert keymap to original keycodes * Update XD60 keymap README * Update JJ40 keymap with backlight toggles * Breathing working just fine. * Update references * Add backlight_set() call * Cleanup code to disable backlight * Fix: does not compile * Fix: missing call to rgblight_task. * Testing with BACKLIGHT_BREATHING * Cleanup * Cleanup comments * More commenting cleanup. * Do not enable BACKLIGHT_BREATHING by default
6 years ago
Backlighting for JJ40 and underglow initialisation code (#2260) * Cleanup Mechmini keymap. Once the custom RGB function is defined, there is no need to manually handle RGB code. * Change default to KEYMAP_MIT, not KEYMAP_OFFSET * Add custom RGB code for JJ40 * Reset Mechmini advertised power draw to 500. Will have to test actual maximum power draw later. * RGB working on JJ40. * Fix: saturation increase/decrease flipped * Add new directory for my custom keymap with RGB keycodes * Swap LAlt and LGUI * Update JJ40 max power draw with measured value * Update: fun40 rules.mk to enable underglow; earlier failed Travis CI * Fix: init RGB LEDs on boot. Also added HHKB-like keymap for XD60. * Super rudimentary backlight test, init RGB LEDs on boot * Backlighting works - stays on for now * Toggling working * Now can override backlight.c functions. Problem was functions in backlight.c weren't called before due to a lack of matrix_scan_quantum() in matrix.c * Timers not working * Delete global.h * Cleanup * Compiles * Good sign: LEDs stop working again * Handle timer1 overflow * Progress: fix: forgot to init * Backlighting fully working now except breathing. * Revert keymap to original keycodes * Update XD60 keymap README * Update JJ40 keymap with backlight toggles * Breathing working just fine. * Update references * Add backlight_set() call * Cleanup code to disable backlight * Fix: does not compile * Fix: missing call to rgblight_task. * Testing with BACKLIGHT_BREATHING * Cleanup * Cleanup comments * More commenting cleanup. * Do not enable BACKLIGHT_BREATHING by default
6 years ago
8 years ago
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
7 years ago
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
7 years ago
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
7 years ago
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
7 years ago
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
7 years ago
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
7 years ago
7 years ago
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
7 years ago
8 years ago
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
7 years ago
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
7 years ago
Backlighting for JJ40 and underglow initialisation code (#2260) * Cleanup Mechmini keymap. Once the custom RGB function is defined, there is no need to manually handle RGB code. * Change default to KEYMAP_MIT, not KEYMAP_OFFSET * Add custom RGB code for JJ40 * Reset Mechmini advertised power draw to 500. Will have to test actual maximum power draw later. * RGB working on JJ40. * Fix: saturation increase/decrease flipped * Add new directory for my custom keymap with RGB keycodes * Swap LAlt and LGUI * Update JJ40 max power draw with measured value * Update: fun40 rules.mk to enable underglow; earlier failed Travis CI * Fix: init RGB LEDs on boot. Also added HHKB-like keymap for XD60. * Super rudimentary backlight test, init RGB LEDs on boot * Backlighting works - stays on for now * Toggling working * Now can override backlight.c functions. Problem was functions in backlight.c weren't called before due to a lack of matrix_scan_quantum() in matrix.c * Timers not working * Delete global.h * Cleanup * Compiles * Good sign: LEDs stop working again * Handle timer1 overflow * Progress: fix: forgot to init * Backlighting fully working now except breathing. * Revert keymap to original keycodes * Update XD60 keymap README * Update JJ40 keymap with backlight toggles * Breathing working just fine. * Update references * Add backlight_set() call * Cleanup code to disable backlight * Fix: does not compile * Fix: missing call to rgblight_task. * Testing with BACKLIGHT_BREATHING * Cleanup * Cleanup comments * More commenting cleanup. * Do not enable BACKLIGHT_BREATHING by default
6 years ago
Backlighting for JJ40 and underglow initialisation code (#2260) * Cleanup Mechmini keymap. Once the custom RGB function is defined, there is no need to manually handle RGB code. * Change default to KEYMAP_MIT, not KEYMAP_OFFSET * Add custom RGB code for JJ40 * Reset Mechmini advertised power draw to 500. Will have to test actual maximum power draw later. * RGB working on JJ40. * Fix: saturation increase/decrease flipped * Add new directory for my custom keymap with RGB keycodes * Swap LAlt and LGUI * Update JJ40 max power draw with measured value * Update: fun40 rules.mk to enable underglow; earlier failed Travis CI * Fix: init RGB LEDs on boot. Also added HHKB-like keymap for XD60. * Super rudimentary backlight test, init RGB LEDs on boot * Backlighting works - stays on for now * Toggling working * Now can override backlight.c functions. Problem was functions in backlight.c weren't called before due to a lack of matrix_scan_quantum() in matrix.c * Timers not working * Delete global.h * Cleanup * Compiles * Good sign: LEDs stop working again * Handle timer1 overflow * Progress: fix: forgot to init * Backlighting fully working now except breathing. * Revert keymap to original keycodes * Update XD60 keymap README * Update JJ40 keymap with backlight toggles * Breathing working just fine. * Update references * Add backlight_set() call * Cleanup code to disable backlight * Fix: does not compile * Fix: missing call to rgblight_task. * Testing with BACKLIGHT_BREATHING * Cleanup * Cleanup comments * More commenting cleanup. * Do not enable BACKLIGHT_BREATHING by default
6 years ago
Backlighting for JJ40 and underglow initialisation code (#2260) * Cleanup Mechmini keymap. Once the custom RGB function is defined, there is no need to manually handle RGB code. * Change default to KEYMAP_MIT, not KEYMAP_OFFSET * Add custom RGB code for JJ40 * Reset Mechmini advertised power draw to 500. Will have to test actual maximum power draw later. * RGB working on JJ40. * Fix: saturation increase/decrease flipped * Add new directory for my custom keymap with RGB keycodes * Swap LAlt and LGUI * Update JJ40 max power draw with measured value * Update: fun40 rules.mk to enable underglow; earlier failed Travis CI * Fix: init RGB LEDs on boot. Also added HHKB-like keymap for XD60. * Super rudimentary backlight test, init RGB LEDs on boot * Backlighting works - stays on for now * Toggling working * Now can override backlight.c functions. Problem was functions in backlight.c weren't called before due to a lack of matrix_scan_quantum() in matrix.c * Timers not working * Delete global.h * Cleanup * Compiles * Good sign: LEDs stop working again * Handle timer1 overflow * Progress: fix: forgot to init * Backlighting fully working now except breathing. * Revert keymap to original keycodes * Update XD60 keymap README * Update JJ40 keymap with backlight toggles * Breathing working just fine. * Update references * Add backlight_set() call * Cleanup code to disable backlight * Fix: does not compile * Fix: missing call to rgblight_task. * Testing with BACKLIGHT_BREATHING * Cleanup * Cleanup comments * More commenting cleanup. * Do not enable BACKLIGHT_BREATHING by default
6 years ago
Backlighting for JJ40 and underglow initialisation code (#2260) * Cleanup Mechmini keymap. Once the custom RGB function is defined, there is no need to manually handle RGB code. * Change default to KEYMAP_MIT, not KEYMAP_OFFSET * Add custom RGB code for JJ40 * Reset Mechmini advertised power draw to 500. Will have to test actual maximum power draw later. * RGB working on JJ40. * Fix: saturation increase/decrease flipped * Add new directory for my custom keymap with RGB keycodes * Swap LAlt and LGUI * Update JJ40 max power draw with measured value * Update: fun40 rules.mk to enable underglow; earlier failed Travis CI * Fix: init RGB LEDs on boot. Also added HHKB-like keymap for XD60. * Super rudimentary backlight test, init RGB LEDs on boot * Backlighting works - stays on for now * Toggling working * Now can override backlight.c functions. Problem was functions in backlight.c weren't called before due to a lack of matrix_scan_quantum() in matrix.c * Timers not working * Delete global.h * Cleanup * Compiles * Good sign: LEDs stop working again * Handle timer1 overflow * Progress: fix: forgot to init * Backlighting fully working now except breathing. * Revert keymap to original keycodes * Update XD60 keymap README * Update JJ40 keymap with backlight toggles * Breathing working just fine. * Update references * Add backlight_set() call * Cleanup code to disable backlight * Fix: does not compile * Fix: missing call to rgblight_task. * Testing with BACKLIGHT_BREATHING * Cleanup * Cleanup comments * More commenting cleanup. * Do not enable BACKLIGHT_BREATHING by default
6 years ago
Backlighting for JJ40 and underglow initialisation code (#2260) * Cleanup Mechmini keymap. Once the custom RGB function is defined, there is no need to manually handle RGB code. * Change default to KEYMAP_MIT, not KEYMAP_OFFSET * Add custom RGB code for JJ40 * Reset Mechmini advertised power draw to 500. Will have to test actual maximum power draw later. * RGB working on JJ40. * Fix: saturation increase/decrease flipped * Add new directory for my custom keymap with RGB keycodes * Swap LAlt and LGUI * Update JJ40 max power draw with measured value * Update: fun40 rules.mk to enable underglow; earlier failed Travis CI * Fix: init RGB LEDs on boot. Also added HHKB-like keymap for XD60. * Super rudimentary backlight test, init RGB LEDs on boot * Backlighting works - stays on for now * Toggling working * Now can override backlight.c functions. Problem was functions in backlight.c weren't called before due to a lack of matrix_scan_quantum() in matrix.c * Timers not working * Delete global.h * Cleanup * Compiles * Good sign: LEDs stop working again * Handle timer1 overflow * Progress: fix: forgot to init * Backlighting fully working now except breathing. * Revert keymap to original keycodes * Update XD60 keymap README * Update JJ40 keymap with backlight toggles * Breathing working just fine. * Update references * Add backlight_set() call * Cleanup code to disable backlight * Fix: does not compile * Fix: missing call to rgblight_task. * Testing with BACKLIGHT_BREATHING * Cleanup * Cleanup comments * More commenting cleanup. * Do not enable BACKLIGHT_BREATHING by default
6 years ago
7 years ago
7 years ago
  1. /* Copyright 2016-2017 Jack Humbert
  2. *
  3. * This program is free software: you can redistribute it and/or modify
  4. * it under the terms of the GNU General Public License as published by
  5. * the Free Software Foundation, either version 2 of the License, or
  6. * (at your option) any later version.
  7. *
  8. * This program is distributed in the hope that it will be useful,
  9. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  10. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  11. * GNU General Public License for more details.
  12. *
  13. * You should have received a copy of the GNU General Public License
  14. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "quantum.h"
  17. #ifdef PROTOCOL_LUFA
  18. #include "outputselect.h"
  19. #endif
  20. #ifndef TAPPING_TERM
  21. #define TAPPING_TERM 200
  22. #endif
  23. #ifndef BREATHING_PERIOD
  24. #define BREATHING_PERIOD 6
  25. #endif
  26. #include "backlight.h"
  27. extern backlight_config_t backlight_config;
  28. #ifdef FAUXCLICKY_ENABLE
  29. #include "fauxclicky.h"
  30. #endif
  31. #ifdef API_ENABLE
  32. #include "api.h"
  33. #endif
  34. #ifdef MIDI_ENABLE
  35. #include "process_midi.h"
  36. #endif
  37. #ifdef AUDIO_ENABLE
  38. #ifndef GOODBYE_SONG
  39. #define GOODBYE_SONG SONG(GOODBYE_SOUND)
  40. #endif
  41. #ifndef AG_NORM_SONG
  42. #define AG_NORM_SONG SONG(AG_NORM_SOUND)
  43. #endif
  44. #ifndef AG_SWAP_SONG
  45. #define AG_SWAP_SONG SONG(AG_SWAP_SOUND)
  46. #endif
  47. float goodbye_song[][2] = GOODBYE_SONG;
  48. float ag_norm_song[][2] = AG_NORM_SONG;
  49. float ag_swap_song[][2] = AG_SWAP_SONG;
  50. #ifdef DEFAULT_LAYER_SONGS
  51. float default_layer_songs[][16][2] = DEFAULT_LAYER_SONGS;
  52. #endif
  53. #endif
  54. static void do_code16 (uint16_t code, void (*f) (uint8_t)) {
  55. switch (code) {
  56. case QK_MODS ... QK_MODS_MAX:
  57. break;
  58. default:
  59. return;
  60. }
  61. if (code & QK_LCTL)
  62. f(KC_LCTL);
  63. if (code & QK_LSFT)
  64. f(KC_LSFT);
  65. if (code & QK_LALT)
  66. f(KC_LALT);
  67. if (code & QK_LGUI)
  68. f(KC_LGUI);
  69. if (code < QK_RMODS_MIN) return;
  70. if (code & QK_RCTL)
  71. f(KC_RCTL);
  72. if (code & QK_RSFT)
  73. f(KC_RSFT);
  74. if (code & QK_RALT)
  75. f(KC_RALT);
  76. if (code & QK_RGUI)
  77. f(KC_RGUI);
  78. }
  79. static inline void qk_register_weak_mods(uint8_t kc) {
  80. add_weak_mods(MOD_BIT(kc));
  81. send_keyboard_report();
  82. }
  83. static inline void qk_unregister_weak_mods(uint8_t kc) {
  84. del_weak_mods(MOD_BIT(kc));
  85. send_keyboard_report();
  86. }
  87. static inline void qk_register_mods(uint8_t kc) {
  88. add_weak_mods(MOD_BIT(kc));
  89. send_keyboard_report();
  90. }
  91. static inline void qk_unregister_mods(uint8_t kc) {
  92. del_weak_mods(MOD_BIT(kc));
  93. send_keyboard_report();
  94. }
  95. void register_code16 (uint16_t code) {
  96. if (IS_MOD(code) || code == KC_NO) {
  97. do_code16 (code, qk_register_mods);
  98. } else {
  99. do_code16 (code, qk_register_weak_mods);
  100. }
  101. register_code (code);
  102. }
  103. void unregister_code16 (uint16_t code) {
  104. unregister_code (code);
  105. if (IS_MOD(code) || code == KC_NO) {
  106. do_code16 (code, qk_unregister_mods);
  107. } else {
  108. do_code16 (code, qk_unregister_weak_mods);
  109. }
  110. }
  111. __attribute__ ((weak))
  112. bool process_action_kb(keyrecord_t *record) {
  113. return true;
  114. }
  115. __attribute__ ((weak))
  116. bool process_record_kb(uint16_t keycode, keyrecord_t *record) {
  117. return process_record_user(keycode, record);
  118. }
  119. __attribute__ ((weak))
  120. bool process_record_user(uint16_t keycode, keyrecord_t *record) {
  121. return true;
  122. }
  123. void reset_keyboard(void) {
  124. clear_keyboard();
  125. #if defined(MIDI_ENABLE) && defined(MIDI_BASIC)
  126. process_midi_all_notes_off();
  127. #endif
  128. #if defined(AUDIO_ENABLE) && !defined(NO_MUSIC_MODE)
  129. music_all_notes_off();
  130. uint16_t timer_start = timer_read();
  131. PLAY_SONG(goodbye_song);
  132. shutdown_user();
  133. while(timer_elapsed(timer_start) < 250)
  134. wait_ms(1);
  135. stop_all_notes();
  136. #else
  137. wait_ms(250);
  138. #endif
  139. // this is also done later in bootloader.c - not sure if it's neccesary here
  140. #ifdef BOOTLOADER_CATERINA
  141. *(uint16_t *)0x0800 = 0x7777; // these two are a-star-specific
  142. #endif
  143. bootloader_jump();
  144. }
  145. // Shift / paren setup
  146. #ifndef LSPO_KEY
  147. #define LSPO_KEY KC_9
  148. #endif
  149. #ifndef RSPC_KEY
  150. #define RSPC_KEY KC_0
  151. #endif
  152. // Shift / Enter setup
  153. #ifndef SFTENT_KEY
  154. #define SFTENT_KEY KC_ENT
  155. #endif
  156. static bool shift_interrupted[2] = {0, 0};
  157. static uint16_t scs_timer[2] = {0, 0};
  158. /* true if the last press of GRAVE_ESC was shifted (i.e. GUI or SHIFT were pressed), false otherwise.
  159. * Used to ensure that the correct keycode is released if the key is released.
  160. */
  161. static bool grave_esc_was_shifted = false;
  162. bool process_record_quantum(keyrecord_t *record) {
  163. /* This gets the keycode from the key pressed */
  164. keymatrix_t key = record->event.key;
  165. uint16_t keycode;
  166. #if !defined(NO_ACTION_LAYER) && defined(PREVENT_STUCK_MODIFIERS)
  167. /* TODO: Use store_or_get_action() or a similar function. */
  168. if (!disable_action_cache) {
  169. uint8_t layer;
  170. if (record->event.pressed) {
  171. layer = layer_switch_get_layer(key);
  172. update_source_layers_cache(key, layer);
  173. } else {
  174. layer = read_source_layers_cache(key);
  175. }
  176. keycode = keymap_key_to_keycode(layer, key);
  177. } else
  178. #endif
  179. keycode = keymap_key_to_keycode(layer_switch_get_layer(key), key);
  180. // This is how you use actions here
  181. // if (keycode == KC_LEAD) {
  182. // action_t action;
  183. // action.code = ACTION_DEFAULT_LAYER_SET(0);
  184. // process_action(record, action);
  185. // return false;
  186. // }
  187. #ifdef TAP_DANCE_ENABLE
  188. preprocess_tap_dance(keycode, record);
  189. #endif
  190. if (!(
  191. #if defined(KEY_LOCK_ENABLE)
  192. // Must run first to be able to mask key_up events.
  193. process_key_lock(&keycode, record) &&
  194. #endif
  195. #if defined(AUDIO_ENABLE) && defined(AUDIO_CLICKY)
  196. process_clicky(keycode, record) &&
  197. #endif //AUDIO_CLICKY
  198. process_record_kb(keycode, record) &&
  199. #if defined(RGB_MATRIX_ENABLE) && defined(RGB_MATRIX_KEYPRESSES)
  200. process_rgb_matrix(keycode, record) &&
  201. #endif
  202. #if defined(MIDI_ENABLE) && defined(MIDI_ADVANCED)
  203. process_midi(keycode, record) &&
  204. #endif
  205. #ifdef AUDIO_ENABLE
  206. process_audio(keycode, record) &&
  207. #endif
  208. #ifdef STENO_ENABLE
  209. process_steno(keycode, record) &&
  210. #endif
  211. #if ( defined(AUDIO_ENABLE) || (defined(MIDI_ENABLE) && defined(MIDI_BASIC))) && !defined(NO_MUSIC_MODE)
  212. process_music(keycode, record) &&
  213. #endif
  214. #ifdef TAP_DANCE_ENABLE
  215. process_tap_dance(keycode, record) &&
  216. #endif
  217. #ifndef DISABLE_LEADER
  218. process_leader(keycode, record) &&
  219. #endif
  220. #ifndef DISABLE_CHORDING
  221. process_chording(keycode, record) &&
  222. #endif
  223. #ifdef COMBO_ENABLE
  224. process_combo(keycode, record) &&
  225. #endif
  226. #ifdef UNICODE_ENABLE
  227. process_unicode(keycode, record) &&
  228. #endif
  229. #ifdef UCIS_ENABLE
  230. process_ucis(keycode, record) &&
  231. #endif
  232. #ifdef PRINTING_ENABLE
  233. process_printer(keycode, record) &&
  234. #endif
  235. #ifdef AUTO_SHIFT_ENABLE
  236. process_auto_shift(keycode, record) &&
  237. #endif
  238. #ifdef UNICODEMAP_ENABLE
  239. process_unicode_map(keycode, record) &&
  240. #endif
  241. #ifdef TERMINAL_ENABLE
  242. process_terminal(keycode, record) &&
  243. #endif
  244. true)) {
  245. return false;
  246. }
  247. // Shift / paren setup
  248. switch(keycode) {
  249. case RESET:
  250. if (record->event.pressed) {
  251. reset_keyboard();
  252. }
  253. return false;
  254. case DEBUG:
  255. if (record->event.pressed) {
  256. debug_enable = true;
  257. print("DEBUG: enabled.\n");
  258. }
  259. return false;
  260. #ifdef FAUXCLICKY_ENABLE
  261. case FC_TOG:
  262. if (record->event.pressed) {
  263. FAUXCLICKY_TOGGLE;
  264. }
  265. return false;
  266. case FC_ON:
  267. if (record->event.pressed) {
  268. FAUXCLICKY_ON;
  269. }
  270. return false;
  271. case FC_OFF:
  272. if (record->event.pressed) {
  273. FAUXCLICKY_OFF;
  274. }
  275. return false;
  276. #endif
  277. #if defined(RGBLIGHT_ENABLE) || defined(RGB_MATRIX_ENABLE)
  278. case RGB_TOG:
  279. if (record->event.pressed) {
  280. rgblight_toggle();
  281. }
  282. return false;
  283. case RGB_MODE_FORWARD:
  284. if (record->event.pressed) {
  285. uint8_t shifted = get_mods() & (MOD_BIT(KC_LSHIFT)|MOD_BIT(KC_RSHIFT));
  286. if(shifted) {
  287. rgblight_step_reverse();
  288. }
  289. else {
  290. rgblight_step();
  291. }
  292. }
  293. return false;
  294. case RGB_MODE_REVERSE:
  295. if (record->event.pressed) {
  296. uint8_t shifted = get_mods() & (MOD_BIT(KC_LSHIFT)|MOD_BIT(KC_RSHIFT));
  297. if(shifted) {
  298. rgblight_step();
  299. }
  300. else {
  301. rgblight_step_reverse();
  302. }
  303. }
  304. return false;
  305. case RGB_HUI:
  306. if (record->event.pressed) {
  307. rgblight_increase_hue();
  308. }
  309. return false;
  310. case RGB_HUD:
  311. if (record->event.pressed) {
  312. rgblight_decrease_hue();
  313. }
  314. return false;
  315. case RGB_SAI:
  316. if (record->event.pressed) {
  317. rgblight_increase_sat();
  318. }
  319. return false;
  320. case RGB_SAD:
  321. if (record->event.pressed) {
  322. rgblight_decrease_sat();
  323. }
  324. return false;
  325. case RGB_VAI:
  326. if (record->event.pressed) {
  327. rgblight_increase_val();
  328. }
  329. return false;
  330. case RGB_VAD:
  331. if (record->event.pressed) {
  332. rgblight_decrease_val();
  333. }
  334. return false;
  335. case RGB_SPI:
  336. if (record->event.pressed) {
  337. rgblight_increase_speed();
  338. }
  339. return false;
  340. case RGB_SPD:
  341. if (record->event.pressed) {
  342. rgblight_decrease_speed();
  343. }
  344. return false;
  345. case RGB_MODE_PLAIN:
  346. if (record->event.pressed) {
  347. rgblight_mode(1);
  348. }
  349. return false;
  350. case RGB_MODE_BREATHE:
  351. if (record->event.pressed) {
  352. if ((2 <= rgblight_get_mode()) && (rgblight_get_mode() < 5)) {
  353. rgblight_step();
  354. } else {
  355. rgblight_mode(2);
  356. }
  357. }
  358. return false;
  359. case RGB_MODE_RAINBOW:
  360. if (record->event.pressed) {
  361. if ((6 <= rgblight_get_mode()) && (rgblight_get_mode() < 8)) {
  362. rgblight_step();
  363. } else {
  364. rgblight_mode(6);
  365. }
  366. }
  367. return false;
  368. case RGB_MODE_SWIRL:
  369. if (record->event.pressed) {
  370. if ((9 <= rgblight_get_mode()) && (rgblight_get_mode() < 14)) {
  371. rgblight_step();
  372. } else {
  373. rgblight_mode(9);
  374. }
  375. }
  376. return false;
  377. case RGB_MODE_SNAKE:
  378. if (record->event.pressed) {
  379. if ((15 <= rgblight_get_mode()) && (rgblight_get_mode() < 20)) {
  380. rgblight_step();
  381. } else {
  382. rgblight_mode(15);
  383. }
  384. }
  385. return false;
  386. case RGB_MODE_KNIGHT:
  387. if (record->event.pressed) {
  388. if ((21 <= rgblight_get_mode()) && (rgblight_get_mode() < 23)) {
  389. rgblight_step();
  390. } else {
  391. rgblight_mode(21);
  392. }
  393. }
  394. return false;
  395. case RGB_MODE_XMAS:
  396. if (record->event.pressed) {
  397. rgblight_mode(24);
  398. }
  399. return false;
  400. case RGB_MODE_GRADIENT:
  401. if (record->event.pressed) {
  402. if ((25 <= rgblight_get_mode()) && (rgblight_get_mode() < 34)) {
  403. rgblight_step();
  404. } else {
  405. rgblight_mode(25);
  406. }
  407. }
  408. return false;
  409. #endif
  410. #ifdef PROTOCOL_LUFA
  411. case OUT_AUTO:
  412. if (record->event.pressed) {
  413. set_output(OUTPUT_AUTO);
  414. }
  415. return false;
  416. case OUT_USB:
  417. if (record->event.pressed) {
  418. set_output(OUTPUT_USB);
  419. }
  420. return false;
  421. #ifdef BLUETOOTH_ENABLE
  422. case OUT_BT:
  423. if (record->event.pressed) {
  424. set_output(OUTPUT_BLUETOOTH);
  425. }
  426. return false;
  427. #endif
  428. #endif
  429. case MAGIC_SWAP_CONTROL_CAPSLOCK ... MAGIC_TOGGLE_NKRO:
  430. if (record->event.pressed) {
  431. // MAGIC actions (BOOTMAGIC without the boot)
  432. if (!eeconfig_is_enabled()) {
  433. eeconfig_init();
  434. }
  435. /* keymap config */
  436. keymap_config.raw = eeconfig_read_keymap();
  437. switch (keycode)
  438. {
  439. case MAGIC_SWAP_CONTROL_CAPSLOCK:
  440. keymap_config.swap_control_capslock = true;
  441. break;
  442. case MAGIC_CAPSLOCK_TO_CONTROL:
  443. keymap_config.capslock_to_control = true;
  444. break;
  445. case MAGIC_SWAP_LALT_LGUI:
  446. keymap_config.swap_lalt_lgui = true;
  447. break;
  448. case MAGIC_SWAP_RALT_RGUI:
  449. keymap_config.swap_ralt_rgui = true;
  450. break;
  451. case MAGIC_NO_GUI:
  452. keymap_config.no_gui = true;
  453. break;
  454. case MAGIC_SWAP_GRAVE_ESC:
  455. keymap_config.swap_grave_esc = true;
  456. break;
  457. case MAGIC_SWAP_BACKSLASH_BACKSPACE:
  458. keymap_config.swap_backslash_backspace = true;
  459. break;
  460. case MAGIC_HOST_NKRO:
  461. keymap_config.nkro = true;
  462. break;
  463. case MAGIC_SWAP_ALT_GUI:
  464. keymap_config.swap_lalt_lgui = true;
  465. keymap_config.swap_ralt_rgui = true;
  466. #ifdef AUDIO_ENABLE
  467. PLAY_SONG(ag_swap_song);
  468. #endif
  469. break;
  470. case MAGIC_UNSWAP_CONTROL_CAPSLOCK:
  471. keymap_config.swap_control_capslock = false;
  472. break;
  473. case MAGIC_UNCAPSLOCK_TO_CONTROL:
  474. keymap_config.capslock_to_control = false;
  475. break;
  476. case MAGIC_UNSWAP_LALT_LGUI:
  477. keymap_config.swap_lalt_lgui = false;
  478. break;
  479. case MAGIC_UNSWAP_RALT_RGUI:
  480. keymap_config.swap_ralt_rgui = false;
  481. break;
  482. case MAGIC_UNNO_GUI:
  483. keymap_config.no_gui = false;
  484. break;
  485. case MAGIC_UNSWAP_GRAVE_ESC:
  486. keymap_config.swap_grave_esc = false;
  487. break;
  488. case MAGIC_UNSWAP_BACKSLASH_BACKSPACE:
  489. keymap_config.swap_backslash_backspace = false;
  490. break;
  491. case MAGIC_UNHOST_NKRO:
  492. keymap_config.nkro = false;
  493. break;
  494. case MAGIC_UNSWAP_ALT_GUI:
  495. keymap_config.swap_lalt_lgui = false;
  496. keymap_config.swap_ralt_rgui = false;
  497. #ifdef AUDIO_ENABLE
  498. PLAY_SONG(ag_norm_song);
  499. #endif
  500. break;
  501. case MAGIC_TOGGLE_NKRO:
  502. keymap_config.nkro = !keymap_config.nkro;
  503. break;
  504. default:
  505. break;
  506. }
  507. eeconfig_update_keymap(keymap_config.raw);
  508. clear_keyboard(); // clear to prevent stuck keys
  509. return false;
  510. }
  511. break;
  512. case KC_LSPO: {
  513. if (record->event.pressed) {
  514. shift_interrupted[0] = false;
  515. scs_timer[0] = timer_read ();
  516. register_mods(MOD_BIT(KC_LSFT));
  517. }
  518. else {
  519. #ifdef DISABLE_SPACE_CADET_ROLLOVER
  520. if (get_mods() & MOD_BIT(KC_RSFT)) {
  521. shift_interrupted[0] = true;
  522. shift_interrupted[1] = true;
  523. }
  524. #endif
  525. if (!shift_interrupted[0] && timer_elapsed(scs_timer[0]) < TAPPING_TERM) {
  526. register_code(LSPO_KEY);
  527. unregister_code(LSPO_KEY);
  528. }
  529. unregister_mods(MOD_BIT(KC_LSFT));
  530. }
  531. return false;
  532. }
  533. case KC_RSPC: {
  534. if (record->event.pressed) {
  535. shift_interrupted[1] = false;
  536. scs_timer[1] = timer_read ();
  537. register_mods(MOD_BIT(KC_RSFT));
  538. }
  539. else {
  540. #ifdef DISABLE_SPACE_CADET_ROLLOVER
  541. if (get_mods() & MOD_BIT(KC_LSFT)) {
  542. shift_interrupted[0] = true;
  543. shift_interrupted[1] = true;
  544. }
  545. #endif
  546. if (!shift_interrupted[1] && timer_elapsed(scs_timer[1]) < TAPPING_TERM) {
  547. register_code(RSPC_KEY);
  548. unregister_code(RSPC_KEY);
  549. }
  550. unregister_mods(MOD_BIT(KC_RSFT));
  551. }
  552. return false;
  553. }
  554. case KC_SFTENT: {
  555. if (record->event.pressed) {
  556. shift_interrupted[1] = false;
  557. scs_timer[1] = timer_read ();
  558. register_mods(MOD_BIT(KC_RSFT));
  559. }
  560. else if (!shift_interrupted[1] && timer_elapsed(scs_timer[1]) < TAPPING_TERM) {
  561. unregister_mods(MOD_BIT(KC_RSFT));
  562. register_code(SFTENT_KEY);
  563. unregister_code(SFTENT_KEY);
  564. }
  565. else {
  566. unregister_mods(MOD_BIT(KC_RSFT));
  567. }
  568. return false;
  569. }
  570. case GRAVE_ESC: {
  571. uint8_t shifted = get_mods() & ((MOD_BIT(KC_LSHIFT)|MOD_BIT(KC_RSHIFT)
  572. |MOD_BIT(KC_LGUI)|MOD_BIT(KC_RGUI)));
  573. #ifdef GRAVE_ESC_ALT_OVERRIDE
  574. // if ALT is pressed, ESC is always sent
  575. // this is handy for the cmd+opt+esc shortcut on macOS, among other things.
  576. if (get_mods() & (MOD_BIT(KC_LALT) | MOD_BIT(KC_RALT))) {
  577. shifted = 0;
  578. }
  579. #endif
  580. #ifdef GRAVE_ESC_CTRL_OVERRIDE
  581. // if CTRL is pressed, ESC is always sent
  582. // this is handy for the ctrl+shift+esc shortcut on windows, among other things.
  583. if (get_mods() & (MOD_BIT(KC_LCTL) | MOD_BIT(KC_RCTL))) {
  584. shifted = 0;
  585. }
  586. #endif
  587. #ifdef GRAVE_ESC_GUI_OVERRIDE
  588. // if GUI is pressed, ESC is always sent
  589. if (get_mods() & (MOD_BIT(KC_LGUI) | MOD_BIT(KC_RGUI))) {
  590. shifted = 0;
  591. }
  592. #endif
  593. #ifdef GRAVE_ESC_SHIFT_OVERRIDE
  594. // if SHIFT is pressed, ESC is always sent
  595. if (get_mods() & (MOD_BIT(KC_LSHIFT) | MOD_BIT(KC_RSHIFT))) {
  596. shifted = 0;
  597. }
  598. #endif
  599. if (record->event.pressed) {
  600. grave_esc_was_shifted = shifted;
  601. add_key(shifted ? KC_GRAVE : KC_ESCAPE);
  602. }
  603. else {
  604. del_key(grave_esc_was_shifted ? KC_GRAVE : KC_ESCAPE);
  605. }
  606. send_keyboard_report();
  607. return false;
  608. }
  609. #if defined(BACKLIGHT_ENABLE) && defined(BACKLIGHT_BREATHING)
  610. case BL_BRTG: {
  611. if (record->event.pressed)
  612. breathing_toggle();
  613. return false;
  614. }
  615. #endif
  616. default: {
  617. shift_interrupted[0] = true;
  618. shift_interrupted[1] = true;
  619. break;
  620. }
  621. }
  622. return process_action_kb(record);
  623. }
  624. __attribute__ ((weak))
  625. const bool ascii_to_shift_lut[0x80] PROGMEM = {
  626. 0, 0, 0, 0, 0, 0, 0, 0,
  627. 0, 0, 0, 0, 0, 0, 0, 0,
  628. 0, 0, 0, 0, 0, 0, 0, 0,
  629. 0, 0, 0, 0, 0, 0, 0, 0,
  630. 0, 1, 1, 1, 1, 1, 1, 0,
  631. 1, 1, 1, 1, 0, 0, 0, 0,
  632. 0, 0, 0, 0, 0, 0, 0, 0,
  633. 0, 0, 1, 0, 1, 0, 1, 1,
  634. 1, 1, 1, 1, 1, 1, 1, 1,
  635. 1, 1, 1, 1, 1, 1, 1, 1,
  636. 1, 1, 1, 1, 1, 1, 1, 1,
  637. 1, 1, 1, 0, 0, 0, 1, 1,
  638. 0, 0, 0, 0, 0, 0, 0, 0,
  639. 0, 0, 0, 0, 0, 0, 0, 0,
  640. 0, 0, 0, 0, 0, 0, 0, 0,
  641. 0, 0, 0, 1, 1, 1, 1, 0
  642. };
  643. __attribute__ ((weak))
  644. const uint8_t ascii_to_keycode_lut[0x80] PROGMEM = {
  645. 0, 0, 0, 0, 0, 0, 0, 0,
  646. KC_BSPC, KC_TAB, KC_ENT, 0, 0, 0, 0, 0,
  647. 0, 0, 0, 0, 0, 0, 0, 0,
  648. 0, 0, 0, KC_ESC, 0, 0, 0, 0,
  649. KC_SPC, KC_1, KC_QUOT, KC_3, KC_4, KC_5, KC_7, KC_QUOT,
  650. KC_9, KC_0, KC_8, KC_EQL, KC_COMM, KC_MINS, KC_DOT, KC_SLSH,
  651. KC_0, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7,
  652. KC_8, KC_9, KC_SCLN, KC_SCLN, KC_COMM, KC_EQL, KC_DOT, KC_SLSH,
  653. KC_2, KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G,
  654. KC_H, KC_I, KC_J, KC_K, KC_L, KC_M, KC_N, KC_O,
  655. KC_P, KC_Q, KC_R, KC_S, KC_T, KC_U, KC_V, KC_W,
  656. KC_X, KC_Y, KC_Z, KC_LBRC, KC_BSLS, KC_RBRC, KC_6, KC_MINS,
  657. KC_GRV, KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G,
  658. KC_H, KC_I, KC_J, KC_K, KC_L, KC_M, KC_N, KC_O,
  659. KC_P, KC_Q, KC_R, KC_S, KC_T, KC_U, KC_V, KC_W,
  660. KC_X, KC_Y, KC_Z, KC_LBRC, KC_BSLS, KC_RBRC, KC_GRV, KC_DEL
  661. };
  662. void send_string(const char *str) {
  663. send_string_with_delay(str, 0);
  664. }
  665. void send_string_P(const char *str) {
  666. send_string_with_delay_P(str, 0);
  667. }
  668. void send_string_with_delay(const char *str, uint8_t interval) {
  669. while (1) {
  670. char ascii_code = *str;
  671. if (!ascii_code) break;
  672. if (ascii_code == 1) {
  673. // tap
  674. uint8_t keycode = *(++str);
  675. register_code(keycode);
  676. unregister_code(keycode);
  677. } else if (ascii_code == 2) {
  678. // down
  679. uint8_t keycode = *(++str);
  680. register_code(keycode);
  681. } else if (ascii_code == 3) {
  682. // up
  683. uint8_t keycode = *(++str);
  684. unregister_code(keycode);
  685. } else {
  686. send_char(ascii_code);
  687. }
  688. ++str;
  689. // interval
  690. { uint8_t ms = interval; while (ms--) wait_ms(1); }
  691. }
  692. }
  693. void send_string_with_delay_P(const char *str, uint8_t interval) {
  694. while (1) {
  695. char ascii_code = pgm_read_byte(str);
  696. if (!ascii_code) break;
  697. if (ascii_code == 1) {
  698. // tap
  699. uint8_t keycode = pgm_read_byte(++str);
  700. register_code(keycode);
  701. unregister_code(keycode);
  702. } else if (ascii_code == 2) {
  703. // down
  704. uint8_t keycode = pgm_read_byte(++str);
  705. register_code(keycode);
  706. } else if (ascii_code == 3) {
  707. // up
  708. uint8_t keycode = pgm_read_byte(++str);
  709. unregister_code(keycode);
  710. } else {
  711. send_char(ascii_code);
  712. }
  713. ++str;
  714. // interval
  715. { uint8_t ms = interval; while (ms--) wait_ms(1); }
  716. }
  717. }
  718. void send_char(char ascii_code) {
  719. uint8_t keycode;
  720. keycode = pgm_read_byte(&ascii_to_keycode_lut[(uint8_t)ascii_code]);
  721. if (pgm_read_byte(&ascii_to_shift_lut[(uint8_t)ascii_code])) {
  722. register_code(KC_LSFT);
  723. register_code(keycode);
  724. unregister_code(keycode);
  725. unregister_code(KC_LSFT);
  726. } else {
  727. register_code(keycode);
  728. unregister_code(keycode);
  729. }
  730. }
  731. void set_single_persistent_default_layer(uint8_t default_layer) {
  732. #if defined(AUDIO_ENABLE) && defined(DEFAULT_LAYER_SONGS)
  733. PLAY_SONG(default_layer_songs[default_layer]);
  734. #endif
  735. eeconfig_update_default_layer(1U<<default_layer);
  736. default_layer_set(1U<<default_layer);
  737. }
  738. uint32_t update_tri_layer_state(uint32_t state, uint8_t layer1, uint8_t layer2, uint8_t layer3) {
  739. uint32_t mask12 = (1UL << layer1) | (1UL << layer2);
  740. uint32_t mask3 = 1UL << layer3;
  741. return (state & mask12) == mask12 ? (state | mask3) : (state & ~mask3);
  742. }
  743. void update_tri_layer(uint8_t layer1, uint8_t layer2, uint8_t layer3) {
  744. layer_state_set(update_tri_layer_state(layer_state, layer1, layer2, layer3));
  745. }
  746. void tap_random_base64(void) {
  747. #if defined(__AVR_ATmega32U4__)
  748. uint8_t key = (TCNT0 + TCNT1 + TCNT3 + TCNT4) % 64;
  749. #else
  750. uint8_t key = rand() % 64;
  751. #endif
  752. switch (key) {
  753. case 0 ... 25:
  754. register_code(KC_LSFT);
  755. register_code(key + KC_A);
  756. unregister_code(key + KC_A);
  757. unregister_code(KC_LSFT);
  758. break;
  759. case 26 ... 51:
  760. register_code(key - 26 + KC_A);
  761. unregister_code(key - 26 + KC_A);
  762. break;
  763. case 52:
  764. register_code(KC_0);
  765. unregister_code(KC_0);
  766. break;
  767. case 53 ... 61:
  768. register_code(key - 53 + KC_1);
  769. unregister_code(key - 53 + KC_1);
  770. break;
  771. case 62:
  772. register_code(KC_LSFT);
  773. register_code(KC_EQL);
  774. unregister_code(KC_EQL);
  775. unregister_code(KC_LSFT);
  776. break;
  777. case 63:
  778. register_code(KC_SLSH);
  779. unregister_code(KC_SLSH);
  780. break;
  781. }
  782. }
  783. void matrix_init_quantum() {
  784. #ifdef BACKLIGHT_ENABLE
  785. backlight_init_ports();
  786. #endif
  787. #ifdef AUDIO_ENABLE
  788. audio_init();
  789. #endif
  790. #ifdef RGB_MATRIX_ENABLE
  791. rgb_matrix_init_drivers();
  792. #endif
  793. #ifdef ENCODER_ENABLE
  794. encoder_init();
  795. #endif
  796. matrix_init_kb();
  797. }
  798. uint8_t rgb_matrix_task_counter = 0;
  799. #ifndef RGB_MATRIX_SKIP_FRAMES
  800. #define RGB_MATRIX_SKIP_FRAMES 1
  801. #endif
  802. void matrix_scan_quantum() {
  803. #if defined(AUDIO_ENABLE)
  804. matrix_scan_music();
  805. #endif
  806. #ifdef TAP_DANCE_ENABLE
  807. matrix_scan_tap_dance();
  808. #endif
  809. #ifdef COMBO_ENABLE
  810. matrix_scan_combo();
  811. #endif
  812. #if defined(BACKLIGHT_ENABLE) && defined(BACKLIGHT_PIN)
  813. backlight_task();
  814. #endif
  815. #ifdef RGB_MATRIX_ENABLE
  816. rgb_matrix_task();
  817. if (rgb_matrix_task_counter == 0) {
  818. rgb_matrix_update_pwm_buffers();
  819. }
  820. rgb_matrix_task_counter = ((rgb_matrix_task_counter + 1) % (RGB_MATRIX_SKIP_FRAMES + 1));
  821. #endif
  822. #ifdef ENCODER_ENABLE
  823. encoder_read();
  824. #endif
  825. matrix_scan_kb();
  826. }
  827. #if defined(BACKLIGHT_ENABLE) && defined(BACKLIGHT_PIN)
  828. static const uint8_t backlight_pin = BACKLIGHT_PIN;
  829. // depending on the pin, we use a different output compare unit
  830. #if BACKLIGHT_PIN == B7
  831. # define COM1x1 COM1C1
  832. # define OCR1x OCR1C
  833. #elif BACKLIGHT_PIN == B6
  834. # define COM1x1 COM1B1
  835. # define OCR1x OCR1B
  836. #elif BACKLIGHT_PIN == B5
  837. # define COM1x1 COM1A1
  838. # define OCR1x OCR1A
  839. #else
  840. # define NO_HARDWARE_PWM
  841. #endif
  842. #ifndef BACKLIGHT_ON_STATE
  843. #define BACKLIGHT_ON_STATE 0
  844. #endif
  845. #ifdef NO_HARDWARE_PWM // pwm through software
  846. __attribute__ ((weak))
  847. void backlight_init_ports(void)
  848. {
  849. // Setup backlight pin as output and output to on state.
  850. // DDRx |= n
  851. _SFR_IO8((backlight_pin >> 4) + 1) |= _BV(backlight_pin & 0xF);
  852. #if BACKLIGHT_ON_STATE == 0
  853. // PORTx &= ~n
  854. _SFR_IO8((backlight_pin >> 4) + 2) &= ~_BV(backlight_pin & 0xF);
  855. #else
  856. // PORTx |= n
  857. _SFR_IO8((backlight_pin >> 4) + 2) |= _BV(backlight_pin & 0xF);
  858. #endif
  859. }
  860. __attribute__ ((weak))
  861. void backlight_set(uint8_t level) {}
  862. uint8_t backlight_tick = 0;
  863. #ifndef BACKLIGHT_CUSTOM_DRIVER
  864. void backlight_task(void) {
  865. if ((0xFFFF >> ((BACKLIGHT_LEVELS - get_backlight_level()) * ((BACKLIGHT_LEVELS + 1) / 2))) & (1 << backlight_tick)) {
  866. #if BACKLIGHT_ON_STATE == 0
  867. // PORTx &= ~n
  868. _SFR_IO8((backlight_pin >> 4) + 2) &= ~_BV(backlight_pin & 0xF);
  869. #else
  870. // PORTx |= n
  871. _SFR_IO8((backlight_pin >> 4) + 2) |= _BV(backlight_pin & 0xF);
  872. #endif
  873. } else {
  874. #if BACKLIGHT_ON_STATE == 0
  875. // PORTx |= n
  876. _SFR_IO8((backlight_pin >> 4) + 2) |= _BV(backlight_pin & 0xF);
  877. #else
  878. // PORTx &= ~n
  879. _SFR_IO8((backlight_pin >> 4) + 2) &= ~_BV(backlight_pin & 0xF);
  880. #endif
  881. }
  882. backlight_tick = (backlight_tick + 1) % 16;
  883. }
  884. #endif
  885. #ifdef BACKLIGHT_BREATHING
  886. #ifndef BACKLIGHT_CUSTOM_DRIVER
  887. #error "Backlight breathing only available with hardware PWM. Please disable."
  888. #endif
  889. #endif
  890. #else // pwm through timer
  891. #define TIMER_TOP 0xFFFFU
  892. // See http://jared.geek.nz/2013/feb/linear-led-pwm
  893. static uint16_t cie_lightness(uint16_t v) {
  894. if (v <= 5243) // if below 8% of max
  895. return v / 9; // same as dividing by 900%
  896. else {
  897. uint32_t y = (((uint32_t) v + 10486) << 8) / (10486 + 0xFFFFUL); // add 16% of max and compare
  898. // to get a useful result with integer division, we shift left in the expression above
  899. // and revert what we've done again after squaring.
  900. y = y * y * y >> 8;
  901. if (y > 0xFFFFUL) // prevent overflow
  902. return 0xFFFFU;
  903. else
  904. return (uint16_t) y;
  905. }
  906. }
  907. // range for val is [0..TIMER_TOP]. PWM pin is high while the timer count is below val.
  908. static inline void set_pwm(uint16_t val) {
  909. OCR1x = val;
  910. }
  911. #ifndef BACKLIGHT_CUSTOM_DRIVER
  912. __attribute__ ((weak))
  913. void backlight_set(uint8_t level) {
  914. if (level > BACKLIGHT_LEVELS)
  915. level = BACKLIGHT_LEVELS;
  916. if (level == 0) {
  917. // Turn off PWM control on backlight pin
  918. TCCR1A &= ~(_BV(COM1x1));
  919. } else {
  920. // Turn on PWM control of backlight pin
  921. TCCR1A |= _BV(COM1x1);
  922. }
  923. // Set the brightness
  924. set_pwm(cie_lightness(TIMER_TOP * (uint32_t)level / BACKLIGHT_LEVELS));
  925. }
  926. void backlight_task(void) {}
  927. #endif // BACKLIGHT_CUSTOM_DRIVER
  928. #ifdef BACKLIGHT_BREATHING
  929. #define BREATHING_NO_HALT 0
  930. #define BREATHING_HALT_OFF 1
  931. #define BREATHING_HALT_ON 2
  932. #define BREATHING_STEPS 128
  933. static uint8_t breathing_period = BREATHING_PERIOD;
  934. static uint8_t breathing_halt = BREATHING_NO_HALT;
  935. static uint16_t breathing_counter = 0;
  936. bool is_breathing(void) {
  937. return !!(TIMSK1 & _BV(TOIE1));
  938. }
  939. #define breathing_interrupt_enable() do {TIMSK1 |= _BV(TOIE1);} while (0)
  940. #define breathing_interrupt_disable() do {TIMSK1 &= ~_BV(TOIE1);} while (0)
  941. #define breathing_min() do {breathing_counter = 0;} while (0)
  942. #define breathing_max() do {breathing_counter = breathing_period * 244 / 2;} while (0)
  943. void breathing_enable(void)
  944. {
  945. breathing_counter = 0;
  946. breathing_halt = BREATHING_NO_HALT;
  947. breathing_interrupt_enable();
  948. }
  949. void breathing_pulse(void)
  950. {
  951. if (get_backlight_level() == 0)
  952. breathing_min();
  953. else
  954. breathing_max();
  955. breathing_halt = BREATHING_HALT_ON;
  956. breathing_interrupt_enable();
  957. }
  958. void breathing_disable(void)
  959. {
  960. breathing_interrupt_disable();
  961. // Restore backlight level
  962. backlight_set(get_backlight_level());
  963. }
  964. void breathing_self_disable(void)
  965. {
  966. if (get_backlight_level() == 0)
  967. breathing_halt = BREATHING_HALT_OFF;
  968. else
  969. breathing_halt = BREATHING_HALT_ON;
  970. }
  971. void breathing_toggle(void) {
  972. if (is_breathing())
  973. breathing_disable();
  974. else
  975. breathing_enable();
  976. }
  977. void breathing_period_set(uint8_t value)
  978. {
  979. if (!value)
  980. value = 1;
  981. breathing_period = value;
  982. }
  983. void breathing_period_default(void) {
  984. breathing_period_set(BREATHING_PERIOD);
  985. }
  986. void breathing_period_inc(void)
  987. {
  988. breathing_period_set(breathing_period+1);
  989. }
  990. void breathing_period_dec(void)
  991. {
  992. breathing_period_set(breathing_period-1);
  993. }
  994. /* To generate breathing curve in python:
  995. * from math import sin, pi; [int(sin(x/128.0*pi)**4*255) for x in range(128)]
  996. */
  997. static const uint8_t breathing_table[BREATHING_STEPS] PROGMEM = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 8, 10, 12, 15, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 70, 76, 83, 91, 98, 106, 113, 121, 129, 138, 146, 154, 162, 170, 178, 185, 193, 200, 207, 213, 220, 225, 231, 235, 240, 244, 247, 250, 252, 253, 254, 255, 254, 253, 252, 250, 247, 244, 240, 235, 231, 225, 220, 213, 207, 200, 193, 185, 178, 170, 162, 154, 146, 138, 129, 121, 113, 106, 98, 91, 83, 76, 70, 63, 57, 51, 46, 41, 36, 32, 28, 24, 20, 17, 15, 12, 10, 8, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  998. // Use this before the cie_lightness function.
  999. static inline uint16_t scale_backlight(uint16_t v) {
  1000. return v / BACKLIGHT_LEVELS * get_backlight_level();
  1001. }
  1002. /* Assuming a 16MHz CPU clock and a timer that resets at 64k (ICR1), the following interrupt handler will run
  1003. * about 244 times per second.
  1004. */
  1005. ISR(TIMER1_OVF_vect)
  1006. {
  1007. uint16_t interval = (uint16_t) breathing_period * 244 / BREATHING_STEPS;
  1008. // resetting after one period to prevent ugly reset at overflow.
  1009. breathing_counter = (breathing_counter + 1) % (breathing_period * 244);
  1010. uint8_t index = breathing_counter / interval % BREATHING_STEPS;
  1011. if (((breathing_halt == BREATHING_HALT_ON) && (index == BREATHING_STEPS / 2)) ||
  1012. ((breathing_halt == BREATHING_HALT_OFF) && (index == BREATHING_STEPS - 1)))
  1013. {
  1014. breathing_interrupt_disable();
  1015. }
  1016. set_pwm(cie_lightness(scale_backlight((uint16_t) pgm_read_byte(&breathing_table[index]) * 0x0101U)));
  1017. }
  1018. #endif // BACKLIGHT_BREATHING
  1019. __attribute__ ((weak))
  1020. void backlight_init_ports(void)
  1021. {
  1022. // Setup backlight pin as output and output to on state.
  1023. // DDRx |= n
  1024. _SFR_IO8((backlight_pin >> 4) + 1) |= _BV(backlight_pin & 0xF);
  1025. #if BACKLIGHT_ON_STATE == 0
  1026. // PORTx &= ~n
  1027. _SFR_IO8((backlight_pin >> 4) + 2) &= ~_BV(backlight_pin & 0xF);
  1028. #else
  1029. // PORTx |= n
  1030. _SFR_IO8((backlight_pin >> 4) + 2) |= _BV(backlight_pin & 0xF);
  1031. #endif
  1032. // I could write a wall of text here to explain... but TL;DW
  1033. // Go read the ATmega32u4 datasheet.
  1034. // And this: http://blog.saikoled.com/post/43165849837/secret-konami-cheat-code-to-high-resolution-pwm-on
  1035. // Pin PB7 = OCR1C (Timer 1, Channel C)
  1036. // Compare Output Mode = Clear on compare match, Channel C = COM1C1=1 COM1C0=0
  1037. // (i.e. start high, go low when counter matches.)
  1038. // WGM Mode 14 (Fast PWM) = WGM13=1 WGM12=1 WGM11=1 WGM10=0
  1039. // Clock Select = clk/1 (no prescaling) = CS12=0 CS11=0 CS10=1
  1040. /*
  1041. 14.8.3:
  1042. "In fast PWM mode, the compare units allow generation of PWM waveforms on the OCnx pins. Setting the COMnx1:0 bits to two will produce a non-inverted PWM [..]."
  1043. "In fast PWM mode the counter is incremented until the counter value matches either one of the fixed values 0x00FF, 0x01FF, or 0x03FF (WGMn3:0 = 5, 6, or 7), the value in ICRn (WGMn3:0 = 14), or the value in OCRnA (WGMn3:0 = 15)."
  1044. */
  1045. TCCR1A = _BV(COM1x1) | _BV(WGM11); // = 0b00001010;
  1046. TCCR1B = _BV(WGM13) | _BV(WGM12) | _BV(CS10); // = 0b00011001;
  1047. // Use full 16-bit resolution. Counter counts to ICR1 before reset to 0.
  1048. ICR1 = TIMER_TOP;
  1049. backlight_init();
  1050. #ifdef BACKLIGHT_BREATHING
  1051. breathing_enable();
  1052. #endif
  1053. }
  1054. #endif // NO_HARDWARE_PWM
  1055. #else // backlight
  1056. __attribute__ ((weak))
  1057. void backlight_init_ports(void) {}
  1058. __attribute__ ((weak))
  1059. void backlight_set(uint8_t level) {}
  1060. #endif // backlight
  1061. // Functions for spitting out values
  1062. //
  1063. void send_dword(uint32_t number) { // this might not actually work
  1064. uint16_t word = (number >> 16);
  1065. send_word(word);
  1066. send_word(number & 0xFFFFUL);
  1067. }
  1068. void send_word(uint16_t number) {
  1069. uint8_t byte = number >> 8;
  1070. send_byte(byte);
  1071. send_byte(number & 0xFF);
  1072. }
  1073. void send_byte(uint8_t number) {
  1074. uint8_t nibble = number >> 4;
  1075. send_nibble(nibble);
  1076. send_nibble(number & 0xF);
  1077. }
  1078. void send_nibble(uint8_t number) {
  1079. switch (number) {
  1080. case 0:
  1081. register_code(KC_0);
  1082. unregister_code(KC_0);
  1083. break;
  1084. case 1 ... 9:
  1085. register_code(KC_1 + (number - 1));
  1086. unregister_code(KC_1 + (number - 1));
  1087. break;
  1088. case 0xA ... 0xF:
  1089. register_code(KC_A + (number - 0xA));
  1090. unregister_code(KC_A + (number - 0xA));
  1091. break;
  1092. }
  1093. }
  1094. __attribute__((weak))
  1095. uint16_t hex_to_keycode(uint8_t hex)
  1096. {
  1097. hex = hex & 0xF;
  1098. if (hex == 0x0) {
  1099. return KC_0;
  1100. } else if (hex < 0xA) {
  1101. return KC_1 + (hex - 0x1);
  1102. } else {
  1103. return KC_A + (hex - 0xA);
  1104. }
  1105. }
  1106. void api_send_unicode(uint32_t unicode) {
  1107. #ifdef API_ENABLE
  1108. uint8_t chunk[4];
  1109. dword_to_bytes(unicode, chunk);
  1110. MT_SEND_DATA(DT_UNICODE, chunk, 5);
  1111. #endif
  1112. }
  1113. __attribute__ ((weak))
  1114. void led_set_user(uint8_t usb_led) {
  1115. }
  1116. __attribute__ ((weak))
  1117. void led_set_kb(uint8_t usb_led) {
  1118. led_set_user(usb_led);
  1119. }
  1120. __attribute__ ((weak))
  1121. void led_init_ports(void)
  1122. {
  1123. }
  1124. __attribute__ ((weak))
  1125. void led_set(uint8_t usb_led)
  1126. {
  1127. // Example LED Code
  1128. //
  1129. // // Using PE6 Caps Lock LED
  1130. // if (usb_led & (1<<USB_LED_CAPS_LOCK))
  1131. // {
  1132. // // Output high.
  1133. // DDRE |= (1<<6);
  1134. // PORTE |= (1<<6);
  1135. // }
  1136. // else
  1137. // {
  1138. // // Output low.
  1139. // DDRE &= ~(1<<6);
  1140. // PORTE &= ~(1<<6);
  1141. // }
  1142. led_set_kb(usb_led);
  1143. }
  1144. //------------------------------------------------------------------------------
  1145. // Override these functions in your keymap file to play different tunes on
  1146. // different events such as startup and bootloader jump
  1147. __attribute__ ((weak))
  1148. void startup_user() {}
  1149. __attribute__ ((weak))
  1150. void shutdown_user() {}
  1151. //------------------------------------------------------------------------------