220 lines
4.9 KiB
C
220 lines
4.9 KiB
C
#include <stdint.h>
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#include "keyboard.h"
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#include "action.h"
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#include "util.h"
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#include "action_layer.h"
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#ifdef DEBUG_ACTION
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#include "debug.h"
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#else
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#include "nodebug.h"
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#endif
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/*
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* Default Layer State
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*/
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uint32_t default_layer_state = 0;
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__attribute__((weak))
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uint32_t default_layer_state_set_kb(uint32_t state) {
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return state;
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}
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static void default_layer_state_set(uint32_t state)
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{
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state = default_layer_state_set_kb(state);
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debug("default_layer_state: ");
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default_layer_debug(); debug(" to ");
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default_layer_state = state;
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default_layer_debug(); debug("\n");
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clear_keyboard_but_mods(); // To avoid stuck keys
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}
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void default_layer_debug(void)
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{
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dprintf("%08lX(%u)", default_layer_state, biton32(default_layer_state));
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}
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void default_layer_set(uint32_t state)
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{
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default_layer_state_set(state);
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}
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#ifndef NO_ACTION_LAYER
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void default_layer_or(uint32_t state)
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{
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default_layer_state_set(default_layer_state | state);
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}
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void default_layer_and(uint32_t state)
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{
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default_layer_state_set(default_layer_state & state);
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}
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void default_layer_xor(uint32_t state)
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{
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default_layer_state_set(default_layer_state ^ state);
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}
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#endif
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#ifndef NO_ACTION_LAYER
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/*
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* Keymap Layer State
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*/
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uint32_t layer_state = 0;
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__attribute__((weak))
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uint32_t layer_state_set_user(uint32_t state) {
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return state;
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}
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__attribute__((weak))
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uint32_t layer_state_set_kb(uint32_t state) {
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return layer_state_set_user(state);
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}
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static void layer_state_set(uint32_t state)
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{
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state = layer_state_set_kb(state);
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dprint("layer_state: ");
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layer_debug(); dprint(" to ");
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layer_state = state;
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layer_debug(); dprintln();
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clear_keyboard_but_mods(); // To avoid stuck keys
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}
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void layer_clear(void)
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{
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layer_state_set(0);
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}
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void layer_move(uint8_t layer)
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{
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layer_state_set(1UL<<layer);
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}
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void layer_on(uint8_t layer)
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{
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layer_state_set(layer_state | (1UL<<layer));
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}
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void layer_off(uint8_t layer)
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{
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layer_state_set(layer_state & ~(1UL<<layer));
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}
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void layer_invert(uint8_t layer)
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{
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layer_state_set(layer_state ^ (1UL<<layer));
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}
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void layer_or(uint32_t state)
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{
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layer_state_set(layer_state | state);
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}
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void layer_and(uint32_t state)
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{
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layer_state_set(layer_state & state);
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}
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void layer_xor(uint32_t state)
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{
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layer_state_set(layer_state ^ state);
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}
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void layer_debug(void)
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{
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dprintf("%08lX(%u)", layer_state, biton32(layer_state));
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}
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#endif
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#if !defined(NO_ACTION_LAYER) && defined(PREVENT_STUCK_MODIFIERS)
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uint8_t source_layers_cache[(MATRIX_ROWS * MATRIX_COLS + 7) / 8][MAX_LAYER_BITS] = {{0}};
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void update_source_layers_cache(keypos_t key, uint8_t layer)
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{
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const uint8_t key_number = key.col + (key.row * MATRIX_COLS);
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const uint8_t storage_row = key_number / 8;
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const uint8_t storage_bit = key_number % 8;
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for (uint8_t bit_number = 0; bit_number < MAX_LAYER_BITS; bit_number++) {
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source_layers_cache[storage_row][bit_number] ^=
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(-((layer & (1U << bit_number)) != 0)
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^ source_layers_cache[storage_row][bit_number])
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& (1U << storage_bit);
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}
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}
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uint8_t read_source_layers_cache(keypos_t key)
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{
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const uint8_t key_number = key.col + (key.row * MATRIX_COLS);
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const uint8_t storage_row = key_number / 8;
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const uint8_t storage_bit = key_number % 8;
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uint8_t layer = 0;
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for (uint8_t bit_number = 0; bit_number < MAX_LAYER_BITS; bit_number++) {
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layer |=
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((source_layers_cache[storage_row][bit_number]
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& (1U << storage_bit)) != 0)
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<< bit_number;
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}
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return layer;
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}
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#endif
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/*
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* Make sure the action triggered when the key is released is the same
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* one as the one triggered on press. It's important for the mod keys
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* when the layer is switched after the down event but before the up
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* event as they may get stuck otherwise.
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*/
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action_t store_or_get_action(bool pressed, keypos_t key)
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{
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#if !defined(NO_ACTION_LAYER) && defined(PREVENT_STUCK_MODIFIERS)
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if (disable_action_cache) {
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return layer_switch_get_action(key);
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}
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uint8_t layer;
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if (pressed) {
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layer = layer_switch_get_layer(key);
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update_source_layers_cache(key, layer);
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}
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else {
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layer = read_source_layers_cache(key);
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}
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return action_for_key(layer, key);
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#else
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return layer_switch_get_action(key);
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#endif
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}
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int8_t layer_switch_get_layer(keypos_t key)
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{
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#ifndef NO_ACTION_LAYER
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action_t action;
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action.code = ACTION_TRANSPARENT;
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uint32_t layers = layer_state | default_layer_state;
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/* check top layer first */
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for (int8_t i = 31; i >= 0; i--) {
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if (layers & (1UL<<i)) {
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action = action_for_key(i, key);
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if (action.code != ACTION_TRANSPARENT) {
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return i;
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}
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}
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}
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/* fall back to layer 0 */
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return 0;
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#else
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return biton32(default_layer_state);
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#endif
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}
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action_t layer_switch_get_action(keypos_t key)
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{
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return action_for_key(layer_switch_get_layer(key), key);
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}
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