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#include "Kaleidoscope.h"
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static bool handleSyntheticKeyswitchEvent(Key mappedKey, uint8_t keyState) {
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if (mappedKey.flags & RESERVED)
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return false;
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if (!(mappedKey.flags & SYNTHETIC))
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return false;
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if (mappedKey.flags & IS_INTERNAL) {
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return false;
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} else if (mappedKey.flags & IS_CONSUMER) {
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if (keyIsPressed(keyState)) {
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} else if (keyWasPressed(keyState)) {
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kaleidoscope::hid::pressConsumerControl(mappedKey);
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kaleidoscope::hid::releaseConsumerControl(mappedKey);
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}
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} else if (mappedKey.flags & IS_SYSCTL) {
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if (keyIsPressed(keyState)) {
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} else if (keyWasPressed(keyState)) {
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kaleidoscope::hid::pressSystemControl(mappedKey);
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kaleidoscope::hid::releaseSystemControl(mappedKey);
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}
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} else if (mappedKey.flags & SWITCH_TO_KEYMAP) {
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// Should not happen, handled elsewhere.
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}
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return true;
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}
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key_events: A way to hook into the event handling
This adds a new `handle_user_key_event` function, that will get called
before anything else, and can override what happens. If it returns true,
the event will not be processed further by the firmware. By default,
this function returns false, and is a no-op.
It is defined with a `weak` attribute, to let the linker know that any
other function with the same name should override his one. This makes it
possible to have another version of this function in a firmware Sketch,
and override the behaviour, to extend the event handling.
This is the foundation that allows it to use external libraries, and tap
into the firmware's event handler, to add new stuff. (We can already
hook into the main loop by changing the top `loop` function in the
Sketch)
This addresses #21 for the most part.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
8 years ago
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static bool handleKeyswitchEventDefault(Key mappedKey, byte row, byte col, uint8_t keyState) {
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//for every newly pressed button, figure out what logical key it is and send a key down event
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// for every newly released button, figure out what logical key it is and send a key up event
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if (mappedKey.flags & SYNTHETIC) {
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handleSyntheticKeyswitchEvent(mappedKey, keyState);
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} else if (keyIsPressed(keyState)) {
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kaleidoscope::hid::pressKey(mappedKey);
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} else if (keyToggledOff(keyState) && (keyState & INJECTED)) {
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kaleidoscope::hid::releaseKey(mappedKey);
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}
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return true;
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}
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void handleKeyswitchEvent(Key mappedKey, byte row, byte col, uint8_t keyState) {
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if (!(keyState & INJECTED)) {
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mappedKey = Layer.lookup(row, col);
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}
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/* If the key we are dealing with is masked, ignore it until it is released.
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* When releasing it, clear the mask, so future key events can be handled
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* appropriately.
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*
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* See layers.cpp for an example that masks keys, and the reason why it does
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* so.
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*/
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if (KeyboardHardware.isKeyMasked(row, col)) {
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if (keyToggledOff(keyState)) {
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KeyboardHardware.unMaskKey(row, col);
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} else {
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return;
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}
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}
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for (byte i = 0; Kaleidoscope.eventHandlers[i] != NULL && i < HOOK_MAX; i++) {
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Kaleidoscope_::eventHandlerHook handler = Kaleidoscope.eventHandlers[i];
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mappedKey = (*handler)(mappedKey, row, col, keyState);
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if (mappedKey.raw == Key_NoKey.raw)
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return;
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}
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mappedKey = Layer.eventHandler(mappedKey, row, col, keyState);
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if (mappedKey.raw == Key_NoKey.raw)
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return;
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handleKeyswitchEventDefault(mappedKey, row, col, keyState);
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}
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