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  1. #include <stdint.h>
  2. #include "keyboard.h"
  3. #include "action.h"
  4. #include "util.h"
  5. #include "action_layer.h"
  6. #ifdef DEBUG_ACTION
  7. #include "debug.h"
  8. #else
  9. #include "nodebug.h"
  10. #endif
  11. /*
  12. * Default Layer State
  13. */
  14. uint32_t default_layer_state = 0;
  15. __attribute__((weak))
  16. uint32_t default_layer_state_set_kb(uint32_t state) {
  17. return state;
  18. }
  19. static void default_layer_state_set(uint32_t state)
  20. {
  21. state = default_layer_state_set_kb(state);
  22. debug("default_layer_state: ");
  23. default_layer_debug(); debug(" to ");
  24. default_layer_state = state;
  25. default_layer_debug(); debug("\n");
  26. clear_keyboard_but_mods(); // To avoid stuck keys
  27. }
  28. void default_layer_debug(void)
  29. {
  30. dprintf("%08lX(%u)", default_layer_state, biton32(default_layer_state));
  31. }
  32. void default_layer_set(uint32_t state)
  33. {
  34. default_layer_state_set(state);
  35. }
  36. #ifndef NO_ACTION_LAYER
  37. void default_layer_or(uint32_t state)
  38. {
  39. default_layer_state_set(default_layer_state | state);
  40. }
  41. void default_layer_and(uint32_t state)
  42. {
  43. default_layer_state_set(default_layer_state & state);
  44. }
  45. void default_layer_xor(uint32_t state)
  46. {
  47. default_layer_state_set(default_layer_state ^ state);
  48. }
  49. #endif
  50. #ifndef NO_ACTION_LAYER
  51. /*
  52. * Keymap Layer State
  53. */
  54. uint32_t layer_state = 0;
  55. __attribute__((weak))
  56. uint32_t layer_state_set_kb(uint32_t state) {
  57. return state;
  58. }
  59. static void layer_state_set(uint32_t state)
  60. {
  61. state = layer_state_set_kb(state);
  62. dprint("layer_state: ");
  63. layer_debug(); dprint(" to ");
  64. layer_state = state;
  65. layer_debug(); dprintln();
  66. clear_keyboard_but_mods(); // To avoid stuck keys
  67. }
  68. void layer_clear(void)
  69. {
  70. layer_state_set(0);
  71. }
  72. void layer_move(uint8_t layer)
  73. {
  74. layer_state_set(1UL<<layer);
  75. }
  76. void layer_on(uint8_t layer)
  77. {
  78. layer_state_set(layer_state | (1UL<<layer));
  79. }
  80. void layer_off(uint8_t layer)
  81. {
  82. layer_state_set(layer_state & ~(1UL<<layer));
  83. }
  84. void layer_invert(uint8_t layer)
  85. {
  86. layer_state_set(layer_state ^ (1UL<<layer));
  87. }
  88. void layer_or(uint32_t state)
  89. {
  90. layer_state_set(layer_state | state);
  91. }
  92. void layer_and(uint32_t state)
  93. {
  94. layer_state_set(layer_state & state);
  95. }
  96. void layer_xor(uint32_t state)
  97. {
  98. layer_state_set(layer_state ^ state);
  99. }
  100. void layer_debug(void)
  101. {
  102. dprintf("%08lX(%u)", layer_state, biton32(layer_state));
  103. }
  104. #endif
  105. #if !defined(NO_ACTION_LAYER) && defined(PREVENT_STUCK_MODIFIERS)
  106. uint8_t source_layers_cache[(MATRIX_ROWS * MATRIX_COLS + 7) / 8][MAX_LAYER_BITS] = {{0}};
  107. void update_source_layers_cache(keypos_t key, uint8_t layer)
  108. {
  109. const uint8_t key_number = key.col + (key.row * MATRIX_COLS);
  110. const uint8_t storage_row = key_number / 8;
  111. const uint8_t storage_bit = key_number % 8;
  112. for (uint8_t bit_number = 0; bit_number < MAX_LAYER_BITS; bit_number++) {
  113. source_layers_cache[storage_row][bit_number] ^=
  114. (-((layer & (1U << bit_number)) != 0)
  115. ^ source_layers_cache[storage_row][bit_number])
  116. & (1U << storage_bit);
  117. }
  118. }
  119. uint8_t read_source_layers_cache(keypos_t key)
  120. {
  121. const uint8_t key_number = key.col + (key.row * MATRIX_COLS);
  122. const uint8_t storage_row = key_number / 8;
  123. const uint8_t storage_bit = key_number % 8;
  124. uint8_t layer = 0;
  125. for (uint8_t bit_number = 0; bit_number < MAX_LAYER_BITS; bit_number++) {
  126. layer |=
  127. ((source_layers_cache[storage_row][bit_number]
  128. & (1U << storage_bit)) != 0)
  129. << bit_number;
  130. }
  131. return layer;
  132. }
  133. #endif
  134. /*
  135. * Make sure the action triggered when the key is released is the same
  136. * one as the one triggered on press. It's important for the mod keys
  137. * when the layer is switched after the down event but before the up
  138. * event as they may get stuck otherwise.
  139. */
  140. action_t store_or_get_action(bool pressed, keypos_t key)
  141. {
  142. #if !defined(NO_ACTION_LAYER) && defined(PREVENT_STUCK_MODIFIERS)
  143. if (disable_action_cache) {
  144. return layer_switch_get_action(key);
  145. }
  146. uint8_t layer;
  147. if (pressed) {
  148. layer = layer_switch_get_layer(key);
  149. update_source_layers_cache(key, layer);
  150. }
  151. else {
  152. layer = read_source_layers_cache(key);
  153. }
  154. return action_for_key(layer, key);
  155. #else
  156. return layer_switch_get_action(key);
  157. #endif
  158. }
  159. int8_t layer_switch_get_layer(keypos_t key)
  160. {
  161. #ifndef NO_ACTION_LAYER
  162. action_t action;
  163. action.code = ACTION_TRANSPARENT;
  164. uint32_t layers = layer_state | default_layer_state;
  165. /* check top layer first */
  166. for (int8_t i = 31; i >= 0; i--) {
  167. if (layers & (1UL<<i)) {
  168. action = action_for_key(i, key);
  169. if (action.code != ACTION_TRANSPARENT) {
  170. return i;
  171. }
  172. }
  173. }
  174. /* fall back to layer 0 */
  175. return 0;
  176. #else
  177. return biton32(default_layer_state);
  178. #endif
  179. }
  180. action_t layer_switch_get_action(keypos_t key)
  181. {
  182. return action_for_key(layer_switch_get_layer(key), key);
  183. }