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/* Copyright 2021 Benjamin Smith (@Merlin04)
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "register_any.h"
#include "action.h"
#include QMK_KEYBOARD_H
// Taken from part of the action_for_key function of tmk_core/common/action.c
// action_for_key takes in a keypos_t with row and column and the layer number and gets the corresponding keycode, then converts that to an action, but I only need the converting part
action_t keycodeToAction(uint16_t keycode) {
action_t action = {};
uint8_t action_layer, when, mod;
(void)action_layer;
(void)when;
(void)mod;
switch (keycode) {
case KC_A ... KC_EXSEL:
case KC_LCTRL ... KC_RGUI:
action.code = ACTION_KEY(keycode);
break;
#ifdef EXTRAKEY_ENABLE
case KC_SYSTEM_POWER ... KC_SYSTEM_WAKE:
action.code = ACTION_USAGE_SYSTEM(KEYCODE2SYSTEM(keycode));
break;
case KC_AUDIO_MUTE ... KC_BRIGHTNESS_DOWN:
action.code = ACTION_USAGE_CONSUMER(KEYCODE2CONSUMER(keycode));
break;
#endif
#ifdef MOUSEKEY_ENABLE
case KC_MS_UP ... KC_MS_ACCEL2:
action.code = ACTION_MOUSEKEY(keycode);
break;
#endif
case KC_TRNS:
action.code = ACTION_TRANSPARENT;
break;
case QK_MODS ... QK_MODS_MAX:;
// Has a modifier
// Split it up
action.code = ACTION_MODS_KEY(keycode >> 8, keycode & 0xFF); // adds modifier to key
break;
#ifndef NO_ACTION_FUNCTION
case KC_FN0 ... KC_FN31:
action.code = keymap_function_id_to_action(FN_INDEX(keycode));
break;
case QK_FUNCTION ... QK_FUNCTION_MAX:;
// Is a shortcut for function action_layer, pull last 12bits
// This means we have 4,096 FN macros at our disposal
action.code = keymap_function_id_to_action((int)keycode & 0xFFF);
break;
#endif
#ifndef NO_ACTION_MACRO
case QK_MACRO ... QK_MACRO_MAX:
if (keycode & 0x800) // tap macros have upper bit set
action.code = ACTION_MACRO_TAP(keycode & 0xFF);
else
action.code = ACTION_MACRO(keycode & 0xFF);
break;
#endif
#ifndef NO_ACTION_LAYER
case QK_LAYER_TAP ... QK_LAYER_TAP_MAX:
action.code = ACTION_LAYER_TAP_KEY((keycode >> 0x8) & 0xF, keycode & 0xFF);
break;
case QK_TO ... QK_TO_MAX:;
// Layer set "GOTO"
when = (keycode >> 0x4) & 0x3;
action_layer = keycode & 0xF;
action.code = ACTION_LAYER_SET(action_layer, when);
break;
case QK_MOMENTARY ... QK_MOMENTARY_MAX:;
// Momentary action_layer
action_layer = keycode & 0xFF;
action.code = ACTION_LAYER_MOMENTARY(action_layer);
break;
case QK_DEF_LAYER ... QK_DEF_LAYER_MAX:;
// Set default action_layer
action_layer = keycode & 0xFF;
action.code = ACTION_DEFAULT_LAYER_SET(action_layer);
break;
case QK_TOGGLE_LAYER ... QK_TOGGLE_LAYER_MAX:;
// Set toggle
action_layer = keycode & 0xFF;
action.code = ACTION_LAYER_TOGGLE(action_layer);
break;
#endif
#ifndef NO_ACTION_ONESHOT
case QK_ONE_SHOT_LAYER ... QK_ONE_SHOT_LAYER_MAX:;
// OSL(action_layer) - One-shot action_layer
action_layer = keycode & 0xFF;
action.code = ACTION_LAYER_ONESHOT(action_layer);
break;
case QK_ONE_SHOT_MOD ... QK_ONE_SHOT_MOD_MAX:;
// OSM(mod) - One-shot mod
mod = mod_config(keycode & 0xFF);
action.code = ACTION_MODS_ONESHOT(mod);
break;
#endif
#ifndef NO_ACTION_LAYER
case QK_LAYER_TAP_TOGGLE ... QK_LAYER_TAP_TOGGLE_MAX:
action.code = ACTION_LAYER_TAP_TOGGLE(keycode & 0xFF);
break;
case QK_LAYER_MOD ... QK_LAYER_MOD_MAX:
mod = mod_config(keycode & 0xF);
action_layer = (keycode >> 4) & 0xF;
action.code = ACTION_LAYER_MODS(action_layer, mod);
break;
#endif
#ifndef NO_ACTION_TAPPING
case QK_MOD_TAP ... QK_MOD_TAP_MAX:
mod = mod_config((keycode >> 0x8) & 0x1F);
action.code = ACTION_MODS_TAP_KEY(mod, keycode & 0xFF);
break;
#endif
#ifdef SWAP_HANDS_ENABLE
case QK_SWAP_HANDS ... QK_SWAP_HANDS_MAX:
action.code = ACTION(ACT_SWAP_HANDS, keycode & 0xff);
break;
#endif
default:
action.code = ACTION_NO;
break;
}
return action;
}
void register_any(uint16_t keycode, bool pressed) {
keyrecord_t record = {
.event = {
.key = {
// Position doesn't matter
.col = 99,
.row = 99
},
.pressed = pressed,
.time = (timer_read() | 1)
},
.tap = {
.interrupted = true,
// All of the reserved things are not used I think, it is just to make the data structure the correct size
.reserved2 = false,
.reserved1 = false,
.reserved0 = false,
.count = 1
}
};
action_t action = keycodeToAction(keycode);
process_action(&record, action);
}
void tap_any(uint16_t code) {
register_any(code, true);
#if TAP_CODE_DELAY > 0
wait_ms(TAP_CODE_DELAY);
#endif
register_any(code, false);
}