Additional changes for Layer State typedef compatibility (#5906)

* Additional changes for Layer State typedef compatibility

* Replace biton32 with get_highest_layer in docs

* Change additional layer structure code

* Fix uGFX reference issue

* Remove dynamic_keymap check

* Where did all these extra spaces come from

Co-Authored-By: fauxpark <fauxpark@gmail.com>
This commit is contained in:
Drashna Jaelre 2019-08-21 17:07:49 -07:00 committed by GitHub
parent d534c72a54
commit b62e160a89
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9 changed files with 25 additions and 21 deletions

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@ -297,8 +297,8 @@ This runs code every time that the layers get changed. This can be useful for l
This example shows how to set the [RGB Underglow](feature_rgblight.md) lights based on the layer, using the Planck as an example
```c
uint32_t layer_state_set_user(uint32_t state) {
switch (biton32(state)) {
layer_state_t layer_state_set_user(layer_state_t state) {
switch (get_highest_layer(state)) {
case _RAISE:
rgblight_setrgb (0x00, 0x00, 0xFF);
break;
@ -320,8 +320,8 @@ uint32_t layer_state_set_user(uint32_t state) {
```
### `layer_state_set_*` Function Documentation
* Keyboard/Revision: `uint32_t layer_state_set_kb(uint32_t state)`
* Keymap: `uint32_t layer_state_set_user(uint32_t state)`
* Keyboard/Revision: `layer_state_t layer_state_set_kb(layer_state_t state)`
* Keymap: `layer_state_t layer_state_set_user(layer_state_t state)`
The `state` is the bitmask of the active layers, as explained in the [Keymap Overview](keymap.md#keymap-layer-status)
@ -377,8 +377,8 @@ void keyboard_post_init_user(void) {
The above function will use the EEPROM config immediately after reading it, to set the default layer's RGB color. The "raw" value of it is converted in a usable structure based on the "union" that you created above.
```c
uint32_t layer_state_set_user(uint32_t state) {
switch (biton32(state)) {
layer_state_t layer_state_set_user(layer_state_t state) {
switch (get_highest_layer(state)) {
case _RAISE:
if (user_config.rgb_layer_change) { rgblight_sethsv_noeeprom_magenta(); rgblight_mode_noeeprom(1); }
break;

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@ -31,7 +31,7 @@ This enables the feature and the `OLED_DRIVER_ENABLE` define. Then in your `keym
void oled_task_user(void) {
// Host Keyboard Layer Status
oled_write_P(PSTR("Layer: "), false);
switch (biton32(layer_state)) {
switch (get_highest_layer(layer_state)) {
case _QWERTY:
oled_write_P(PSTR("Default\n"), false);
break;

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@ -115,11 +115,11 @@ For instance, let's look at the `layer_state_set_user()` function. You can enab
In your `<name.c>` file, you'd want to add this:
```c
__attribute__ ((weak))
uint32_t layer_state_set_keymap (uint32_t state) {
layer_state_t layer_state_set_keymap (layer_state_t state) {
return state;
}
uint32_t layer_state_set_user (uint32_t state) {
layer_state_t layer_state_set_user (layer_state_t state) {
state = update_tri_layer_state(state, 2, 3, 5);
return layer_state_set_keymap (state);
}

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@ -50,7 +50,7 @@ The caveat to this method is that you cannot access the `z` layer without having
#### Example
```c
uint32_t layer_state_set_user(uint32_t state) {
layer_state_t layer_state_set_user(layer_state_t state) {
return update_tri_layer_state(state, _LOWER, _RAISE, _ADJUST);
}
```
@ -58,7 +58,7 @@ uint32_t layer_state_set_user(uint32_t state) {
Alternatively, you don't have to immediately "return" the value. This is useful if you want to add multiple tri layers, or if you want to add additional effects.
```c
uint32_t layer_state_set_user(uint32_t state) {
layer_state_t layer_state_set_user(layer_state_t state) {
state = update_tri_layer_state(state, _LOWER, _RAISE, _ADJUST);
state = update_tri_layer_state(state, _RAISE, _SYMB, _SPECIAL);
return state;

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@ -931,9 +931,9 @@ void set_single_persistent_default_layer(uint8_t default_layer) {
default_layer_set(1U<<default_layer);
}
uint32_t update_tri_layer_state(uint32_t state, uint8_t layer1, uint8_t layer2, uint8_t layer3) {
uint32_t mask12 = (1UL << layer1) | (1UL << layer2);
uint32_t mask3 = 1UL << layer3;
layer_state_t update_tri_layer_state(layer_state_t state, uint8_t layer1, uint8_t layer2, uint8_t layer3) {
layer_state_t mask12 = (1UL << layer1) | (1UL << layer2);
layer_state_t mask3 = 1UL << layer3;
return (state & mask12) == mask12 ? (state | mask3) : (state & ~mask3);
}

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@ -213,7 +213,7 @@ void send_char(char ascii_code);
// For tri-layer
void update_tri_layer(uint8_t layer1, uint8_t layer2, uint8_t layer3);
uint32_t update_tri_layer_state(uint32_t state, uint8_t layer1, uint8_t layer2, uint8_t layer3);
layer_state_t update_tri_layer_state(layer_state_t state, uint8_t layer1, uint8_t layer2, uint8_t layer3);
void set_single_persistent_default_layer(uint8_t default_layer);

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@ -447,7 +447,7 @@ void visualizer_set_user_data(void* u) {
}
#endif
void visualizer_update(uint32_t default_state, uint32_t state, uint8_t mods, uint32_t leds) {
void visualizer_update(layer_state_t default_state, layer_state_t state, uint8_t mods, uint32_t leds) {
// Note that there's a small race condition here, the thread could read
// a state where one of these are set but not the other. But this should
// not really matter as it will be fixed during the next loop step.

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@ -30,6 +30,7 @@ SOFTWARE.
#include "config.h"
#include "gfx.h"
#include "action_layer.h"
#ifdef LCD_BACKLIGHT_ENABLE
#include "lcd_backlight.h"
@ -45,7 +46,7 @@ uint8_t visualizer_get_mods(void);
// This need to be called once at the start
void visualizer_init(void);
// This should be called at every matrix scan
void visualizer_update(uint32_t default_state, uint32_t state, uint8_t mods, uint32_t leds);
void visualizer_update(layer_state_t default_state, layer_state_t state, uint8_t mods, uint32_t leds);
// This should be called when the keyboard goes to suspend state
void visualizer_suspend(void);
@ -68,8 +69,8 @@ void draw_emulator(void);
struct keyframe_animation_t;
typedef struct {
uint32_t layer;
uint32_t default_layer;
layer_state_t layer;
layer_state_t default_layer;
uint32_t leds; // See led.h for available statuses
uint8_t mods;
bool suspended;

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@ -21,12 +21,15 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "keyboard.h"
#include "action.h"
#if defined(LAYER_STATE_8BIT) || ( defined(DYNAMIC_KEYMAP_ENABLE) && DYNAMIC_KEYMAP_LAYER_COUNT >= 8 )
#if defined(LAYER_STATE_8BIT)
typedef uint8_t layer_state_t;
#define get_highest_layer(state) biton8(state)
#elif defined(LAYER_STATE_16BIT)
typedef uint16_t layer_state_t;
#define get_highest_layer(state) biton16(state)
#else
typedef uint32_t layer_state_t;
#define get_highest_layer(state) biton32(state)
#endif