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