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action_layer.c
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action_layer.c
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#include <stdint.h>
#include "keyboard.h"
#include "action.h"
#include "util.h"
#include "action_layer.h"
#ifdef DEBUG_ACTION
# include "debug.h"
#else
# include "nodebug.h"
#endif
/** \brief Default Layer State
*/
layer_state_t default_layer_state = 0;
/** \brief Default Layer State Set At user Level
*
* Run user code on default layer state change
*/
__attribute__((weak)) layer_state_t default_layer_state_set_user(layer_state_t state) { return state; }
/** \brief Default Layer State Set At Keyboard Level
*
* Run keyboard code on default layer state change
*/
__attribute__((weak)) layer_state_t default_layer_state_set_kb(layer_state_t state) { return default_layer_state_set_user(state); }
/** \brief Default Layer State Set
*
* Static function to set the default layer state, prints debug info and clears keys
*/
static void default_layer_state_set(layer_state_t state) {
state = default_layer_state_set_kb(state);
debug("default_layer_state: ");
default_layer_debug();
debug(" to ");
default_layer_state = state;
default_layer_debug();
debug("\n");
#ifdef STRICT_LAYER_RELEASE
clear_keyboard_but_mods(); // To avoid stuck keys
#else
clear_keyboard_but_mods_and_keys(); // Don't reset held keys
#endif
}
/** \brief Default Layer Print
*
* Print out the hex value of the 32-bit default layer state, as well as the value of the highest bit.
*/
void default_layer_debug(void) { dprintf("%08lX(%u)", default_layer_state, get_highest_layer(default_layer_state)); }
/** \brief Default Layer Set
*
* Sets the default layer state.
*/
void default_layer_set(layer_state_t state) { default_layer_state_set(state); }
#ifndef NO_ACTION_LAYER
/** \brief Default Layer Or
*
* Turns on the default layer based on matching bits between specifed layer and existing layer state
*/
void default_layer_or(layer_state_t state) { default_layer_state_set(default_layer_state | state); }
/** \brief Default Layer And
*
* Turns on default layer based on matching enabled bits between specifed layer and existing layer state
*/
void default_layer_and(layer_state_t state) { default_layer_state_set(default_layer_state & state); }
/** \brief Default Layer Xor
*
* Turns on default layer based on non-matching bits between specifed layer and existing layer state
*/
void default_layer_xor(layer_state_t state) { default_layer_state_set(default_layer_state ^ state); }
#endif
#ifndef NO_ACTION_LAYER
/** \brief Keymap Layer State
*/
layer_state_t layer_state = 0;
/** \brief Layer state set user
*
* Runs user code on layer state change
*/
__attribute__((weak)) layer_state_t layer_state_set_user(layer_state_t state) { return state; }
/** \brief Layer state set keyboard
*
* Runs keyboard code on layer state change
*/
__attribute__((weak)) layer_state_t layer_state_set_kb(layer_state_t state) { return layer_state_set_user(state); }
/** \brief Layer state set
*
* Sets the layer to match the specifed state (a bitmask)
*/
void layer_state_set(layer_state_t state) {
state = layer_state_set_kb(state);
dprint("layer_state: ");
layer_debug();
dprint(" to ");
layer_state = state;
layer_debug();
dprintln();
# ifdef STRICT_LAYER_RELEASE
clear_keyboard_but_mods(); // To avoid stuck keys
# else
clear_keyboard_but_mods_and_keys(); // Don't reset held keys
# endif
}
/** \brief Layer clear
*
* Turn off all layers
*/
void layer_clear(void) { layer_state_set(0); }
/** \brief Layer state is
*
* Return whether the given state is on (it might still be shadowed by a higher state, though)
*/
bool layer_state_is(uint8_t layer) { return layer_state_cmp(layer_state, layer); }
/** \brief Layer state compare
*
* Used for comparing layers {mostly used for unit testing}
*/
bool layer_state_cmp(layer_state_t cmp_layer_state, uint8_t layer) {
if (!cmp_layer_state) {
return layer == 0;
}
return (cmp_layer_state & ((layer_state_t)1 << layer)) != 0;
}
/** \brief Layer move
*
* Turns on the given layer and turn off all other layers
*/
void layer_move(uint8_t layer) { layer_state_set((layer_state_t)1 << layer); }
/** \brief Layer on
*
* Turns on given layer
*/
void layer_on(uint8_t layer) { layer_state_set(layer_state | ((layer_state_t)1 << layer)); }
/** \brief Layer off
*
* Turns off given layer
*/
void layer_off(uint8_t layer) { layer_state_set(layer_state & ~((layer_state_t)1 << layer)); }
/** \brief Layer invert
*
* Toggle the given layer (set it if it's unset, or unset it if it's set)
*/
void layer_invert(uint8_t layer) { layer_state_set(layer_state ^ ((layer_state_t)1 << layer)); }
/** \brief Layer or
*
* Turns on layers based on matching bits between specifed layer and existing layer state
*/
void layer_or(layer_state_t state) { layer_state_set(layer_state | state); }
/** \brief Layer and
*
* Turns on layers based on matching enabled bits between specifed layer and existing layer state
*/
void layer_and(layer_state_t state) { layer_state_set(layer_state & state); }
/** \brief Layer xor
*
* Turns on layers based on non-matching bits between specifed layer and existing layer state
*/
void layer_xor(layer_state_t state) { layer_state_set(layer_state ^ state); }
/** \brief Layer debug printing
*
* Print out the hex value of the 32-bit layer state, as well as the value of the highest bit.
*/
void layer_debug(void) { dprintf("%08lX(%u)", layer_state, get_highest_layer(layer_state)); }
#endif
#if !defined(NO_ACTION_LAYER) && !defined(STRICT_LAYER_RELEASE)
/** \brief source layer cache
*/
uint8_t source_layers_cache[(MATRIX_ROWS * MATRIX_COLS + 7) / 8][MAX_LAYER_BITS] = {{0}};
/** \brief update source layers cache
*
* Updates the cached keys when changing layers
*/
void update_source_layers_cache(keypos_t key, uint8_t layer) {
const uint8_t key_number = key.col + (key.row * MATRIX_COLS);
const uint8_t storage_row = key_number / 8;
const uint8_t storage_bit = key_number % 8;
for (uint8_t bit_number = 0; bit_number < MAX_LAYER_BITS; bit_number++) {
source_layers_cache[storage_row][bit_number] ^= (-((layer & (1U << bit_number)) != 0) ^ source_layers_cache[storage_row][bit_number]) & (1U << storage_bit);
}
}
/** \brief read source layers cache
*
* reads the cached keys stored when the layer was changed
*/
uint8_t read_source_layers_cache(keypos_t key) {
const uint8_t key_number = key.col + (key.row * MATRIX_COLS);
const uint8_t storage_row = key_number / 8;
const uint8_t storage_bit = key_number % 8;
uint8_t layer = 0;
for (uint8_t bit_number = 0; bit_number < MAX_LAYER_BITS; bit_number++) {
layer |= ((source_layers_cache[storage_row][bit_number] & (1U << storage_bit)) != 0) << bit_number;
}
return layer;
}
#endif
/** \brief Store or get action (FIXME: Needs better summary)
*
* Make sure the action triggered when the key is released is the same
* one as the one triggered on press. It's important for the mod keys
* when the layer is switched after the down event but before the up
* event as they may get stuck otherwise.
*/
action_t store_or_get_action(bool pressed, keypos_t key) {
#if !defined(NO_ACTION_LAYER) && !defined(STRICT_LAYER_RELEASE)
if (disable_action_cache) {
return layer_switch_get_action(key);
}
uint8_t layer;
if (pressed) {
layer = layer_switch_get_layer(key);
update_source_layers_cache(key, layer);
} else {
layer = read_source_layers_cache(key);
}
return action_for_key(layer, key);
#else
return layer_switch_get_action(key);
#endif
}
/** \brief Layer switch get layer
*
* Gets the layer based on key info
*/
uint8_t layer_switch_get_layer(keypos_t key) {
#ifndef NO_ACTION_LAYER
action_t action;
action.code = ACTION_TRANSPARENT;
layer_state_t layers = layer_state | default_layer_state;
/* check top layer first */
for (int8_t i = MAX_LAYER - 1; i >= 0; i--) {
if (layers & ((layer_state_t)1 << i)) {
action = action_for_key(i, key);
if (action.code != ACTION_TRANSPARENT) {
return i;
}
}
}
/* fall back to layer 0 */
return 0;
#else
return get_highest_layer(default_layer_state);
#endif
}
/** \brief Layer switch get layer
*
* Gets action code based on key position
*/
action_t layer_switch_get_action(keypos_t key) { return action_for_key(layer_switch_get_layer(key), key); }