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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
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
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
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
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
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
8 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
8 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
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
8 years ago
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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. #include "backlight.h"
  24. extern backlight_config_t backlight_config;
  25. #ifdef FAUXCLICKY_ENABLE
  26. #include "fauxclicky.h"
  27. #endif
  28. #ifdef AUDIO_ENABLE
  29. #ifndef GOODBYE_SONG
  30. #define GOODBYE_SONG SONG(GOODBYE_SOUND)
  31. #endif
  32. #ifndef AG_NORM_SONG
  33. #define AG_NORM_SONG SONG(AG_NORM_SOUND)
  34. #endif
  35. #ifndef AG_SWAP_SONG
  36. #define AG_SWAP_SONG SONG(AG_SWAP_SOUND)
  37. #endif
  38. float goodbye_song[][2] = GOODBYE_SONG;
  39. float ag_norm_song[][2] = AG_NORM_SONG;
  40. float ag_swap_song[][2] = AG_SWAP_SONG;
  41. #ifdef DEFAULT_LAYER_SONGS
  42. float default_layer_songs[][16][2] = DEFAULT_LAYER_SONGS;
  43. #endif
  44. #endif
  45. static void do_code16 (uint16_t code, void (*f) (uint8_t)) {
  46. switch (code) {
  47. case QK_MODS ... QK_MODS_MAX:
  48. break;
  49. default:
  50. return;
  51. }
  52. if (code & QK_LCTL)
  53. f(KC_LCTL);
  54. if (code & QK_LSFT)
  55. f(KC_LSFT);
  56. if (code & QK_LALT)
  57. f(KC_LALT);
  58. if (code & QK_LGUI)
  59. f(KC_LGUI);
  60. if (code < QK_RMODS_MIN) return;
  61. if (code & QK_RCTL)
  62. f(KC_RCTL);
  63. if (code & QK_RSFT)
  64. f(KC_RSFT);
  65. if (code & QK_RALT)
  66. f(KC_RALT);
  67. if (code & QK_RGUI)
  68. f(KC_RGUI);
  69. }
  70. static inline void qk_register_weak_mods(uint8_t kc) {
  71. add_weak_mods(MOD_BIT(kc));
  72. send_keyboard_report();
  73. }
  74. static inline void qk_unregister_weak_mods(uint8_t kc) {
  75. del_weak_mods(MOD_BIT(kc));
  76. send_keyboard_report();
  77. }
  78. static inline void qk_register_mods(uint8_t kc) {
  79. add_weak_mods(MOD_BIT(kc));
  80. send_keyboard_report();
  81. }
  82. static inline void qk_unregister_mods(uint8_t kc) {
  83. del_weak_mods(MOD_BIT(kc));
  84. send_keyboard_report();
  85. }
  86. void register_code16 (uint16_t code) {
  87. if (IS_MOD(code) || code == KC_NO) {
  88. do_code16 (code, qk_register_mods);
  89. } else {
  90. do_code16 (code, qk_register_weak_mods);
  91. }
  92. register_code (code);
  93. }
  94. void unregister_code16 (uint16_t code) {
  95. unregister_code (code);
  96. if (IS_MOD(code) || code == KC_NO) {
  97. do_code16 (code, qk_unregister_mods);
  98. } else {
  99. do_code16 (code, qk_unregister_weak_mods);
  100. }
  101. }
  102. __attribute__ ((weak))
  103. bool process_action_kb(keyrecord_t *record) {
  104. return true;
  105. }
  106. __attribute__ ((weak))
  107. bool process_record_kb(uint16_t keycode, keyrecord_t *record) {
  108. return process_record_user(keycode, record);
  109. }
  110. __attribute__ ((weak))
  111. bool process_record_user(uint16_t keycode, keyrecord_t *record) {
  112. return true;
  113. }
  114. void reset_keyboard(void) {
  115. clear_keyboard();
  116. #if defined(AUDIO_ENABLE) || (defined(MIDI_ENABLE) && defined(MIDI_ENABLE_BASIC))
  117. music_all_notes_off();
  118. uint16_t timer_start = timer_read();
  119. PLAY_SONG(goodbye_song);
  120. shutdown_user();
  121. while(timer_elapsed(timer_start) < 250)
  122. wait_ms(1);
  123. stop_all_notes();
  124. #else
  125. wait_ms(250);
  126. #endif
  127. #ifdef CATERINA_BOOTLOADER
  128. *(uint16_t *)0x0800 = 0x7777; // these two are a-star-specific
  129. #endif
  130. bootloader_jump();
  131. }
  132. // Shift / paren setup
  133. #ifndef LSPO_KEY
  134. #define LSPO_KEY KC_9
  135. #endif
  136. #ifndef RSPC_KEY
  137. #define RSPC_KEY KC_0
  138. #endif
  139. static bool shift_interrupted[2] = {0, 0};
  140. static uint16_t scs_timer[2] = {0, 0};
  141. bool process_record_quantum(keyrecord_t *record) {
  142. /* This gets the keycode from the key pressed */
  143. keypos_t key = record->event.key;
  144. uint16_t keycode;
  145. #if !defined(NO_ACTION_LAYER) && defined(PREVENT_STUCK_MODIFIERS)
  146. /* TODO: Use store_or_get_action() or a similar function. */
  147. if (!disable_action_cache) {
  148. uint8_t layer;
  149. if (record->event.pressed) {
  150. layer = layer_switch_get_layer(key);
  151. update_source_layers_cache(key, layer);
  152. } else {
  153. layer = read_source_layers_cache(key);
  154. }
  155. keycode = keymap_key_to_keycode(layer, key);
  156. } else
  157. #endif
  158. keycode = keymap_key_to_keycode(layer_switch_get_layer(key), key);
  159. // This is how you use actions here
  160. // if (keycode == KC_LEAD) {
  161. // action_t action;
  162. // action.code = ACTION_DEFAULT_LAYER_SET(0);
  163. // process_action(record, action);
  164. // return false;
  165. // }
  166. if (!(
  167. #if defined(KEY_LOCK_ENABLE)
  168. // Must run first to be able to mask key_up events.
  169. process_key_lock(&keycode, record) &&
  170. #endif
  171. process_record_kb(keycode, record) &&
  172. #if defined(MIDI_ENABLE) && defined(MIDI_ADVANCED)
  173. process_midi(keycode, record) &&
  174. #endif
  175. #ifdef AUDIO_ENABLE
  176. process_audio(keycode, record) &&
  177. #endif
  178. #ifdef STENO_ENABLE
  179. process_steno(keycode, record) &&
  180. #endif
  181. #if defined(AUDIO_ENABLE) || (defined(MIDI_ENABLE) && defined(MIDI_BASIC))
  182. process_music(keycode, record) &&
  183. #endif
  184. #ifdef TAP_DANCE_ENABLE
  185. process_tap_dance(keycode, record) &&
  186. #endif
  187. #ifndef DISABLE_LEADER
  188. process_leader(keycode, record) &&
  189. #endif
  190. #ifndef DISABLE_CHORDING
  191. process_chording(keycode, record) &&
  192. #endif
  193. #ifdef COMBO_ENABLE
  194. process_combo(keycode, record) &&
  195. #endif
  196. #ifdef UNICODE_ENABLE
  197. process_unicode(keycode, record) &&
  198. #endif
  199. #ifdef UCIS_ENABLE
  200. process_ucis(keycode, record) &&
  201. #endif
  202. #ifdef PRINTING_ENABLE
  203. process_printer(keycode, record) &&
  204. #endif
  205. #ifdef UNICODEMAP_ENABLE
  206. process_unicode_map(keycode, record) &&
  207. #endif
  208. true)) {
  209. return false;
  210. }
  211. // Shift / paren setup
  212. switch(keycode) {
  213. case RESET:
  214. if (record->event.pressed) {
  215. reset_keyboard();
  216. }
  217. return false;
  218. break;
  219. case DEBUG:
  220. if (record->event.pressed) {
  221. print("\nDEBUG: enabled.\n");
  222. debug_enable = true;
  223. }
  224. return false;
  225. break;
  226. #ifdef FAUXCLICKY_ENABLE
  227. case FC_TOG:
  228. if (record->event.pressed) {
  229. FAUXCLICKY_TOGGLE;
  230. }
  231. return false;
  232. break;
  233. case FC_ON:
  234. if (record->event.pressed) {
  235. FAUXCLICKY_ON;
  236. }
  237. return false;
  238. break;
  239. case FC_OFF:
  240. if (record->event.pressed) {
  241. FAUXCLICKY_OFF;
  242. }
  243. return false;
  244. break;
  245. #endif
  246. #ifdef RGBLIGHT_ENABLE
  247. case RGB_TOG:
  248. if (record->event.pressed) {
  249. rgblight_toggle();
  250. }
  251. return false;
  252. break;
  253. case RGB_MOD:
  254. if (record->event.pressed) {
  255. rgblight_step();
  256. }
  257. return false;
  258. break;
  259. case RGB_HUI:
  260. if (record->event.pressed) {
  261. rgblight_increase_hue();
  262. }
  263. return false;
  264. break;
  265. case RGB_HUD:
  266. if (record->event.pressed) {
  267. rgblight_decrease_hue();
  268. }
  269. return false;
  270. break;
  271. case RGB_SAI:
  272. if (record->event.pressed) {
  273. rgblight_increase_sat();
  274. }
  275. return false;
  276. break;
  277. case RGB_SAD:
  278. if (record->event.pressed) {
  279. rgblight_decrease_sat();
  280. }
  281. return false;
  282. break;
  283. case RGB_VAI:
  284. if (record->event.pressed) {
  285. rgblight_increase_val();
  286. }
  287. return false;
  288. break;
  289. case RGB_VAD:
  290. if (record->event.pressed) {
  291. rgblight_decrease_val();
  292. }
  293. return false;
  294. break;
  295. #endif
  296. #ifdef PROTOCOL_LUFA
  297. case OUT_AUTO:
  298. if (record->event.pressed) {
  299. set_output(OUTPUT_AUTO);
  300. }
  301. return false;
  302. break;
  303. case OUT_USB:
  304. if (record->event.pressed) {
  305. set_output(OUTPUT_USB);
  306. }
  307. return false;
  308. break;
  309. #ifdef BLUETOOTH_ENABLE
  310. case OUT_BT:
  311. if (record->event.pressed) {
  312. set_output(OUTPUT_BLUETOOTH);
  313. }
  314. return false;
  315. break;
  316. #endif
  317. #endif
  318. case MAGIC_SWAP_CONTROL_CAPSLOCK ... MAGIC_TOGGLE_NKRO:
  319. if (record->event.pressed) {
  320. // MAGIC actions (BOOTMAGIC without the boot)
  321. if (!eeconfig_is_enabled()) {
  322. eeconfig_init();
  323. }
  324. /* keymap config */
  325. keymap_config.raw = eeconfig_read_keymap();
  326. switch (keycode)
  327. {
  328. case MAGIC_SWAP_CONTROL_CAPSLOCK:
  329. keymap_config.swap_control_capslock = true;
  330. break;
  331. case MAGIC_CAPSLOCK_TO_CONTROL:
  332. keymap_config.capslock_to_control = true;
  333. break;
  334. case MAGIC_SWAP_LALT_LGUI:
  335. keymap_config.swap_lalt_lgui = true;
  336. break;
  337. case MAGIC_SWAP_RALT_RGUI:
  338. keymap_config.swap_ralt_rgui = true;
  339. break;
  340. case MAGIC_NO_GUI:
  341. keymap_config.no_gui = true;
  342. break;
  343. case MAGIC_SWAP_GRAVE_ESC:
  344. keymap_config.swap_grave_esc = true;
  345. break;
  346. case MAGIC_SWAP_BACKSLASH_BACKSPACE:
  347. keymap_config.swap_backslash_backspace = true;
  348. break;
  349. case MAGIC_HOST_NKRO:
  350. keymap_config.nkro = true;
  351. break;
  352. case MAGIC_SWAP_ALT_GUI:
  353. keymap_config.swap_lalt_lgui = true;
  354. keymap_config.swap_ralt_rgui = true;
  355. #ifdef AUDIO_ENABLE
  356. PLAY_SONG(ag_swap_song);
  357. #endif
  358. break;
  359. case MAGIC_UNSWAP_CONTROL_CAPSLOCK:
  360. keymap_config.swap_control_capslock = false;
  361. break;
  362. case MAGIC_UNCAPSLOCK_TO_CONTROL:
  363. keymap_config.capslock_to_control = false;
  364. break;
  365. case MAGIC_UNSWAP_LALT_LGUI:
  366. keymap_config.swap_lalt_lgui = false;
  367. break;
  368. case MAGIC_UNSWAP_RALT_RGUI:
  369. keymap_config.swap_ralt_rgui = false;
  370. break;
  371. case MAGIC_UNNO_GUI:
  372. keymap_config.no_gui = false;
  373. break;
  374. case MAGIC_UNSWAP_GRAVE_ESC:
  375. keymap_config.swap_grave_esc = false;
  376. break;
  377. case MAGIC_UNSWAP_BACKSLASH_BACKSPACE:
  378. keymap_config.swap_backslash_backspace = false;
  379. break;
  380. case MAGIC_UNHOST_NKRO:
  381. keymap_config.nkro = false;
  382. break;
  383. case MAGIC_UNSWAP_ALT_GUI:
  384. keymap_config.swap_lalt_lgui = false;
  385. keymap_config.swap_ralt_rgui = false;
  386. #ifdef AUDIO_ENABLE
  387. PLAY_SONG(ag_norm_song);
  388. #endif
  389. break;
  390. case MAGIC_TOGGLE_NKRO:
  391. keymap_config.nkro = !keymap_config.nkro;
  392. break;
  393. default:
  394. break;
  395. }
  396. eeconfig_update_keymap(keymap_config.raw);
  397. clear_keyboard(); // clear to prevent stuck keys
  398. return false;
  399. }
  400. break;
  401. case KC_LSPO: {
  402. if (record->event.pressed) {
  403. shift_interrupted[0] = false;
  404. scs_timer[0] = timer_read ();
  405. register_mods(MOD_BIT(KC_LSFT));
  406. }
  407. else {
  408. #ifdef DISABLE_SPACE_CADET_ROLLOVER
  409. if (get_mods() & MOD_BIT(KC_RSFT)) {
  410. shift_interrupted[0] = true;
  411. shift_interrupted[1] = true;
  412. }
  413. #endif
  414. if (!shift_interrupted[0] && timer_elapsed(scs_timer[0]) < TAPPING_TERM) {
  415. register_code(LSPO_KEY);
  416. unregister_code(LSPO_KEY);
  417. }
  418. unregister_mods(MOD_BIT(KC_LSFT));
  419. }
  420. return false;
  421. // break;
  422. }
  423. case KC_RSPC: {
  424. if (record->event.pressed) {
  425. shift_interrupted[1] = false;
  426. scs_timer[1] = timer_read ();
  427. register_mods(MOD_BIT(KC_RSFT));
  428. }
  429. else {
  430. #ifdef DISABLE_SPACE_CADET_ROLLOVER
  431. if (get_mods() & MOD_BIT(KC_LSFT)) {
  432. shift_interrupted[0] = true;
  433. shift_interrupted[1] = true;
  434. }
  435. #endif
  436. if (!shift_interrupted[1] && timer_elapsed(scs_timer[1]) < TAPPING_TERM) {
  437. register_code(RSPC_KEY);
  438. unregister_code(RSPC_KEY);
  439. }
  440. unregister_mods(MOD_BIT(KC_RSFT));
  441. }
  442. return false;
  443. // break;
  444. }
  445. case GRAVE_ESC: {
  446. void (*method)(uint8_t) = (record->event.pressed) ? &add_key : &del_key;
  447. uint8_t shifted = get_mods() & ((MOD_BIT(KC_LSHIFT)|MOD_BIT(KC_RSHIFT)
  448. |MOD_BIT(KC_LGUI)|MOD_BIT(KC_RGUI)));
  449. method(shifted ? KC_GRAVE : KC_ESCAPE);
  450. send_keyboard_report();
  451. }
  452. default: {
  453. shift_interrupted[0] = true;
  454. shift_interrupted[1] = true;
  455. break;
  456. }
  457. }
  458. return process_action_kb(record);
  459. }
  460. __attribute__ ((weak))
  461. const bool ascii_to_shift_lut[0x80] PROGMEM = {
  462. 0, 0, 0, 0, 0, 0, 0, 0,
  463. 0, 0, 0, 0, 0, 0, 0, 0,
  464. 0, 0, 0, 0, 0, 0, 0, 0,
  465. 0, 0, 0, 0, 0, 0, 0, 0,
  466. 0, 1, 1, 1, 1, 1, 1, 0,
  467. 1, 1, 1, 1, 0, 0, 0, 0,
  468. 0, 0, 0, 0, 0, 0, 0, 0,
  469. 0, 0, 1, 0, 1, 0, 1, 1,
  470. 1, 1, 1, 1, 1, 1, 1, 1,
  471. 1, 1, 1, 1, 1, 1, 1, 1,
  472. 1, 1, 1, 1, 1, 1, 1, 1,
  473. 1, 1, 1, 0, 0, 0, 1, 1,
  474. 0, 0, 0, 0, 0, 0, 0, 0,
  475. 0, 0, 0, 0, 0, 0, 0, 0,
  476. 0, 0, 0, 0, 0, 0, 0, 0,
  477. 0, 0, 0, 1, 1, 1, 1, 0
  478. };
  479. __attribute__ ((weak))
  480. const uint8_t ascii_to_keycode_lut[0x80] PROGMEM = {
  481. 0, 0, 0, 0, 0, 0, 0, 0,
  482. KC_BSPC, KC_TAB, KC_ENT, 0, 0, 0, 0, 0,
  483. 0, 0, 0, 0, 0, 0, 0, 0,
  484. 0, 0, 0, KC_ESC, 0, 0, 0, 0,
  485. KC_SPC, KC_1, KC_QUOT, KC_3, KC_4, KC_5, KC_7, KC_QUOT,
  486. KC_9, KC_0, KC_8, KC_EQL, KC_COMM, KC_MINS, KC_DOT, KC_SLSH,
  487. KC_0, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7,
  488. KC_8, KC_9, KC_SCLN, KC_SCLN, KC_COMM, KC_EQL, KC_DOT, KC_SLSH,
  489. KC_2, KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G,
  490. KC_H, KC_I, KC_J, KC_K, KC_L, KC_M, KC_N, KC_O,
  491. KC_P, KC_Q, KC_R, KC_S, KC_T, KC_U, KC_V, KC_W,
  492. KC_X, KC_Y, KC_Z, KC_LBRC, KC_BSLS, KC_RBRC, KC_6, KC_MINS,
  493. KC_GRV, KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G,
  494. KC_H, KC_I, KC_J, KC_K, KC_L, KC_M, KC_N, KC_O,
  495. KC_P, KC_Q, KC_R, KC_S, KC_T, KC_U, KC_V, KC_W,
  496. KC_X, KC_Y, KC_Z, KC_LBRC, KC_BSLS, KC_RBRC, KC_GRV, KC_DEL
  497. };
  498. void send_string(const char *str) {
  499. send_string_with_delay(str, 0);
  500. }
  501. void send_string_with_delay(const char *str, uint8_t interval) {
  502. while (1) {
  503. uint8_t keycode;
  504. uint8_t ascii_code = pgm_read_byte(str);
  505. if (!ascii_code) break;
  506. keycode = pgm_read_byte(&ascii_to_keycode_lut[ascii_code]);
  507. if (pgm_read_byte(&ascii_to_shift_lut[ascii_code])) {
  508. register_code(KC_LSFT);
  509. register_code(keycode);
  510. unregister_code(keycode);
  511. unregister_code(KC_LSFT);
  512. }
  513. else {
  514. register_code(keycode);
  515. unregister_code(keycode);
  516. }
  517. ++str;
  518. // interval
  519. { uint8_t ms = interval; while (ms--) wait_ms(1); }
  520. }
  521. }
  522. void set_single_persistent_default_layer(uint8_t default_layer) {
  523. #if defined(AUDIO_ENABLE) && defined(DEFAULT_LAYER_SONGS)
  524. PLAY_SONG(default_layer_songs[default_layer]);
  525. #endif
  526. eeconfig_update_default_layer(1U<<default_layer);
  527. default_layer_set(1U<<default_layer);
  528. }
  529. void update_tri_layer(uint8_t layer1, uint8_t layer2, uint8_t layer3) {
  530. if (IS_LAYER_ON(layer1) && IS_LAYER_ON(layer2)) {
  531. layer_on(layer3);
  532. } else {
  533. layer_off(layer3);
  534. }
  535. }
  536. void tap_random_base64(void) {
  537. #if defined(__AVR_ATmega32U4__)
  538. uint8_t key = (TCNT0 + TCNT1 + TCNT3 + TCNT4) % 64;
  539. #else
  540. uint8_t key = rand() % 64;
  541. #endif
  542. switch (key) {
  543. case 0 ... 25:
  544. register_code(KC_LSFT);
  545. register_code(key + KC_A);
  546. unregister_code(key + KC_A);
  547. unregister_code(KC_LSFT);
  548. break;
  549. case 26 ... 51:
  550. register_code(key - 26 + KC_A);
  551. unregister_code(key - 26 + KC_A);
  552. break;
  553. case 52:
  554. register_code(KC_0);
  555. unregister_code(KC_0);
  556. break;
  557. case 53 ... 61:
  558. register_code(key - 53 + KC_1);
  559. unregister_code(key - 53 + KC_1);
  560. break;
  561. case 62:
  562. register_code(KC_LSFT);
  563. register_code(KC_EQL);
  564. unregister_code(KC_EQL);
  565. unregister_code(KC_LSFT);
  566. break;
  567. case 63:
  568. register_code(KC_SLSH);
  569. unregister_code(KC_SLSH);
  570. break;
  571. }
  572. }
  573. void matrix_init_quantum() {
  574. #ifdef BACKLIGHT_ENABLE
  575. backlight_init_ports();
  576. #endif
  577. #ifdef AUDIO_ENABLE
  578. audio_init();
  579. #endif
  580. matrix_init_kb();
  581. }
  582. void matrix_scan_quantum() {
  583. #ifdef AUDIO_ENABLE
  584. matrix_scan_music();
  585. #endif
  586. #ifdef TAP_DANCE_ENABLE
  587. matrix_scan_tap_dance();
  588. #endif
  589. #ifdef COMBO_ENABLE
  590. matrix_scan_combo();
  591. #endif
  592. #if defined(BACKLIGHT_ENABLE) && defined(BACKLIGHT_PIN)
  593. backlight_task();
  594. #endif
  595. matrix_scan_kb();
  596. }
  597. #if defined(BACKLIGHT_ENABLE) && defined(BACKLIGHT_PIN)
  598. static const uint8_t backlight_pin = BACKLIGHT_PIN;
  599. #if BACKLIGHT_PIN == B7
  600. # define COM1x1 COM1C1
  601. # define OCR1x OCR1C
  602. #elif BACKLIGHT_PIN == B6
  603. # define COM1x1 COM1B1
  604. # define OCR1x OCR1B
  605. #elif BACKLIGHT_PIN == B5
  606. # define COM1x1 COM1A1
  607. # define OCR1x OCR1A
  608. #else
  609. # define NO_BACKLIGHT_CLOCK
  610. #endif
  611. #ifndef BACKLIGHT_ON_STATE
  612. #define BACKLIGHT_ON_STATE 0
  613. #endif
  614. __attribute__ ((weak))
  615. void backlight_init_ports(void)
  616. {
  617. // Setup backlight pin as output and output to on state.
  618. // DDRx |= n
  619. _SFR_IO8((backlight_pin >> 4) + 1) |= _BV(backlight_pin & 0xF);
  620. #if BACKLIGHT_ON_STATE == 0
  621. // PORTx &= ~n
  622. _SFR_IO8((backlight_pin >> 4) + 2) &= ~_BV(backlight_pin & 0xF);
  623. #else
  624. // PORTx |= n
  625. _SFR_IO8((backlight_pin >> 4) + 2) |= _BV(backlight_pin & 0xF);
  626. #endif
  627. #ifndef NO_BACKLIGHT_CLOCK
  628. // Use full 16-bit resolution.
  629. ICR1 = 0xFFFF;
  630. // I could write a wall of text here to explain... but TL;DW
  631. // Go read the ATmega32u4 datasheet.
  632. // And this: http://blog.saikoled.com/post/43165849837/secret-konami-cheat-code-to-high-resolution-pwm-on
  633. // Pin PB7 = OCR1C (Timer 1, Channel C)
  634. // Compare Output Mode = Clear on compare match, Channel C = COM1C1=1 COM1C0=0
  635. // (i.e. start high, go low when counter matches.)
  636. // WGM Mode 14 (Fast PWM) = WGM13=1 WGM12=1 WGM11=1 WGM10=0
  637. // Clock Select = clk/1 (no prescaling) = CS12=0 CS11=0 CS10=1
  638. TCCR1A = _BV(COM1x1) | _BV(WGM11); // = 0b00001010;
  639. TCCR1B = _BV(WGM13) | _BV(WGM12) | _BV(CS10); // = 0b00011001;
  640. #endif
  641. backlight_init();
  642. #ifdef BACKLIGHT_BREATHING
  643. breathing_defaults();
  644. #endif
  645. }
  646. __attribute__ ((weak))
  647. void backlight_set(uint8_t level)
  648. {
  649. // Prevent backlight blink on lowest level
  650. // #if BACKLIGHT_ON_STATE == 0
  651. // // PORTx &= ~n
  652. // _SFR_IO8((backlight_pin >> 4) + 2) &= ~_BV(backlight_pin & 0xF);
  653. // #else
  654. // // PORTx |= n
  655. // _SFR_IO8((backlight_pin >> 4) + 2) |= _BV(backlight_pin & 0xF);
  656. // #endif
  657. if ( level == 0 ) {
  658. #ifndef NO_BACKLIGHT_CLOCK
  659. // Turn off PWM control on backlight pin, revert to output low.
  660. TCCR1A &= ~(_BV(COM1x1));
  661. OCR1x = 0x0;
  662. #else
  663. // #if BACKLIGHT_ON_STATE == 0
  664. // // PORTx |= n
  665. // _SFR_IO8((backlight_pin >> 4) + 2) |= _BV(backlight_pin & 0xF);
  666. // #else
  667. // // PORTx &= ~n
  668. // _SFR_IO8((backlight_pin >> 4) + 2) &= ~_BV(backlight_pin & 0xF);
  669. // #endif
  670. #endif
  671. }
  672. #ifndef NO_BACKLIGHT_CLOCK
  673. else if ( level == BACKLIGHT_LEVELS ) {
  674. // Turn on PWM control of backlight pin
  675. TCCR1A |= _BV(COM1x1);
  676. // Set the brightness
  677. OCR1x = 0xFFFF;
  678. }
  679. else {
  680. // Turn on PWM control of backlight pin
  681. TCCR1A |= _BV(COM1x1);
  682. // Set the brightness
  683. OCR1x = 0xFFFF >> ((BACKLIGHT_LEVELS - level) * ((BACKLIGHT_LEVELS + 1) / 2));
  684. }
  685. #endif
  686. #ifdef BACKLIGHT_BREATHING
  687. breathing_intensity_default();
  688. #endif
  689. }
  690. uint8_t backlight_tick = 0;
  691. void backlight_task(void) {
  692. #ifdef NO_BACKLIGHT_CLOCK
  693. if ((0xFFFF >> ((BACKLIGHT_LEVELS - backlight_config.level) * ((BACKLIGHT_LEVELS + 1) / 2))) & (1 << backlight_tick)) {
  694. #if BACKLIGHT_ON_STATE == 0
  695. // PORTx &= ~n
  696. _SFR_IO8((backlight_pin >> 4) + 2) &= ~_BV(backlight_pin & 0xF);
  697. #else
  698. // PORTx |= n
  699. _SFR_IO8((backlight_pin >> 4) + 2) |= _BV(backlight_pin & 0xF);
  700. #endif
  701. } else {
  702. #if BACKLIGHT_ON_STATE == 0
  703. // PORTx |= n
  704. _SFR_IO8((backlight_pin >> 4) + 2) |= _BV(backlight_pin & 0xF);
  705. #else
  706. // PORTx &= ~n
  707. _SFR_IO8((backlight_pin >> 4) + 2) &= ~_BV(backlight_pin & 0xF);
  708. #endif
  709. }
  710. backlight_tick = (backlight_tick + 1) % 16;
  711. #endif
  712. }
  713. #ifdef BACKLIGHT_BREATHING
  714. #define BREATHING_NO_HALT 0
  715. #define BREATHING_HALT_OFF 1
  716. #define BREATHING_HALT_ON 2
  717. static uint8_t breath_intensity;
  718. static uint8_t breath_speed;
  719. static uint16_t breathing_index;
  720. static uint8_t breathing_halt;
  721. void breathing_enable(void)
  722. {
  723. if (get_backlight_level() == 0)
  724. {
  725. breathing_index = 0;
  726. }
  727. else
  728. {
  729. // Set breathing_index to be at the midpoint (brightest point)
  730. breathing_index = 0x20 << breath_speed;
  731. }
  732. breathing_halt = BREATHING_NO_HALT;
  733. // Enable breathing interrupt
  734. TIMSK1 |= _BV(OCIE1A);
  735. }
  736. void breathing_pulse(void)
  737. {
  738. if (get_backlight_level() == 0)
  739. {
  740. breathing_index = 0;
  741. }
  742. else
  743. {
  744. // Set breathing_index to be at the midpoint + 1 (brightest point)
  745. breathing_index = 0x21 << breath_speed;
  746. }
  747. breathing_halt = BREATHING_HALT_ON;
  748. // Enable breathing interrupt
  749. TIMSK1 |= _BV(OCIE1A);
  750. }
  751. void breathing_disable(void)
  752. {
  753. // Disable breathing interrupt
  754. TIMSK1 &= ~_BV(OCIE1A);
  755. backlight_set(get_backlight_level());
  756. }
  757. void breathing_self_disable(void)
  758. {
  759. if (get_backlight_level() == 0)
  760. {
  761. breathing_halt = BREATHING_HALT_OFF;
  762. }
  763. else
  764. {
  765. breathing_halt = BREATHING_HALT_ON;
  766. }
  767. //backlight_set(get_backlight_level());
  768. }
  769. void breathing_toggle(void)
  770. {
  771. if (!is_breathing())
  772. {
  773. if (get_backlight_level() == 0)
  774. {
  775. breathing_index = 0;
  776. }
  777. else
  778. {
  779. // Set breathing_index to be at the midpoint + 1 (brightest point)
  780. breathing_index = 0x21 << breath_speed;
  781. }
  782. breathing_halt = BREATHING_NO_HALT;
  783. }
  784. // Toggle breathing interrupt
  785. TIMSK1 ^= _BV(OCIE1A);
  786. // Restore backlight level
  787. if (!is_breathing())
  788. {
  789. backlight_set(get_backlight_level());
  790. }
  791. }
  792. bool is_breathing(void)
  793. {
  794. return (TIMSK1 && _BV(OCIE1A));
  795. }
  796. void breathing_intensity_default(void)
  797. {
  798. //breath_intensity = (uint8_t)((uint16_t)100 * (uint16_t)get_backlight_level() / (uint16_t)BACKLIGHT_LEVELS);
  799. breath_intensity = ((BACKLIGHT_LEVELS - get_backlight_level()) * ((BACKLIGHT_LEVELS + 1) / 2));
  800. }
  801. void breathing_intensity_set(uint8_t value)
  802. {
  803. breath_intensity = value;
  804. }
  805. void breathing_speed_default(void)
  806. {
  807. breath_speed = 4;
  808. }
  809. void breathing_speed_set(uint8_t value)
  810. {
  811. bool is_breathing_now = is_breathing();
  812. uint8_t old_breath_speed = breath_speed;
  813. if (is_breathing_now)
  814. {
  815. // Disable breathing interrupt
  816. TIMSK1 &= ~_BV(OCIE1A);
  817. }
  818. breath_speed = value;
  819. if (is_breathing_now)
  820. {
  821. // Adjust index to account for new speed
  822. breathing_index = (( (uint8_t)( (breathing_index) >> old_breath_speed ) ) & 0x3F) << breath_speed;
  823. // Enable breathing interrupt
  824. TIMSK1 |= _BV(OCIE1A);
  825. }
  826. }
  827. void breathing_speed_inc(uint8_t value)
  828. {
  829. if ((uint16_t)(breath_speed - value) > 10 )
  830. {
  831. breathing_speed_set(0);
  832. }
  833. else
  834. {
  835. breathing_speed_set(breath_speed - value);
  836. }
  837. }
  838. void breathing_speed_dec(uint8_t value)
  839. {
  840. if ((uint16_t)(breath_speed + value) > 10 )
  841. {
  842. breathing_speed_set(10);
  843. }
  844. else
  845. {
  846. breathing_speed_set(breath_speed + value);
  847. }
  848. }
  849. void breathing_defaults(void)
  850. {
  851. breathing_intensity_default();
  852. breathing_speed_default();
  853. breathing_halt = BREATHING_NO_HALT;
  854. }
  855. /* Breathing Sleep LED brighness(PWM On period) table
  856. * (64[steps] * 4[duration]) / 64[PWM periods/s] = 4 second breath cycle
  857. *
  858. * http://www.wolframalpha.com/input/?i=%28sin%28+x%2F64*pi%29**8+*+255%2C+x%3D0+to+63
  859. * (0..63).each {|x| p ((sin(x/64.0*PI)**8)*255).to_i }
  860. */
  861. static const uint8_t breathing_table[64] PROGMEM = {
  862. 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 6, 10,
  863. 15, 23, 32, 44, 58, 74, 93, 113, 135, 157, 179, 199, 218, 233, 245, 252,
  864. 255, 252, 245, 233, 218, 199, 179, 157, 135, 113, 93, 74, 58, 44, 32, 23,
  865. 15, 10, 6, 4, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
  866. };
  867. ISR(TIMER1_COMPA_vect)
  868. {
  869. // OCR1x = (pgm_read_byte(&breathing_table[ ( (uint8_t)( (breathing_index++) >> breath_speed ) ) & 0x3F ] )) * breath_intensity;
  870. uint8_t local_index = ( (uint8_t)( (breathing_index++) >> breath_speed ) ) & 0x3F;
  871. if (((breathing_halt == BREATHING_HALT_ON) && (local_index == 0x20)) || ((breathing_halt == BREATHING_HALT_OFF) && (local_index == 0x3F)))
  872. {
  873. // Disable breathing interrupt
  874. TIMSK1 &= ~_BV(OCIE1A);
  875. }
  876. OCR1x = (uint16_t)(((uint16_t)pgm_read_byte(&breathing_table[local_index]) * 257)) >> breath_intensity;
  877. }
  878. #endif // breathing
  879. #else // backlight
  880. __attribute__ ((weak))
  881. void backlight_init_ports(void)
  882. {
  883. }
  884. __attribute__ ((weak))
  885. void backlight_set(uint8_t level)
  886. {
  887. }
  888. #endif // backlight
  889. // Functions for spitting out values
  890. //
  891. void send_dword(uint32_t number) { // this might not actually work
  892. uint16_t word = (number >> 16);
  893. send_word(word);
  894. send_word(number & 0xFFFFUL);
  895. }
  896. void send_word(uint16_t number) {
  897. uint8_t byte = number >> 8;
  898. send_byte(byte);
  899. send_byte(number & 0xFF);
  900. }
  901. void send_byte(uint8_t number) {
  902. uint8_t nibble = number >> 4;
  903. send_nibble(nibble);
  904. send_nibble(number & 0xF);
  905. }
  906. void send_nibble(uint8_t number) {
  907. switch (number) {
  908. case 0:
  909. register_code(KC_0);
  910. unregister_code(KC_0);
  911. break;
  912. case 1 ... 9:
  913. register_code(KC_1 + (number - 1));
  914. unregister_code(KC_1 + (number - 1));
  915. break;
  916. case 0xA ... 0xF:
  917. register_code(KC_A + (number - 0xA));
  918. unregister_code(KC_A + (number - 0xA));
  919. break;
  920. }
  921. }
  922. __attribute__((weak))
  923. uint16_t hex_to_keycode(uint8_t hex)
  924. {
  925. if (hex == 0x0) {
  926. return KC_0;
  927. } else if (hex < 0xA) {
  928. return KC_1 + (hex - 0x1);
  929. } else {
  930. return KC_A + (hex - 0xA);
  931. }
  932. }
  933. void api_send_unicode(uint32_t unicode) {
  934. #ifdef API_ENABLE
  935. uint8_t chunk[4];
  936. dword_to_bytes(unicode, chunk);
  937. MT_SEND_DATA(DT_UNICODE, chunk, 5);
  938. #endif
  939. }
  940. __attribute__ ((weak))
  941. void led_set_user(uint8_t usb_led) {
  942. }
  943. __attribute__ ((weak))
  944. void led_set_kb(uint8_t usb_led) {
  945. led_set_user(usb_led);
  946. }
  947. __attribute__ ((weak))
  948. void led_init_ports(void)
  949. {
  950. }
  951. __attribute__ ((weak))
  952. void led_set(uint8_t usb_led)
  953. {
  954. // Example LED Code
  955. //
  956. // // Using PE6 Caps Lock LED
  957. // if (usb_led & (1<<USB_LED_CAPS_LOCK))
  958. // {
  959. // // Output high.
  960. // DDRE |= (1<<6);
  961. // PORTE |= (1<<6);
  962. // }
  963. // else
  964. // {
  965. // // Output low.
  966. // DDRE &= ~(1<<6);
  967. // PORTE &= ~(1<<6);
  968. // }
  969. led_set_kb(usb_led);
  970. }
  971. //------------------------------------------------------------------------------
  972. // Override these functions in your keymap file to play different tunes on
  973. // different events such as startup and bootloader jump
  974. __attribute__ ((weak))
  975. void startup_user() {}
  976. __attribute__ ((weak))
  977. void shutdown_user() {}
  978. //------------------------------------------------------------------------------