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/* Kaleidoscope - Firmware for computer input devices
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* Copyright (C) 2013-2021 Keyboard.io, Inc.
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*
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* This program is free software: you can redistribute it and/or modify it under
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* the terms of the GNU General Public License as published by the Free Software
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* Foundation, version 3.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "kaleidoscope/Runtime.h"
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#include <Arduino.h> // for millis
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#include <HardwareSerial.h> // for HardwareSerial
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#include "kaleidoscope/KeyAddr.h" // for KeyAddr, MatrixAddr, MatrixAddr...
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#include "kaleidoscope/KeyEvent.h" // for KeyEvent
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#include "kaleidoscope/LiveKeys.h" // for LiveKeys, live_keys
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#include "kaleidoscope/device/device.h" // for Base<>::HID, VirtualProps::HID
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#include "kaleidoscope/driver/hid/keyboardio/Keyboard.h" // for Keyboard
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#include "kaleidoscope/keyswitch_state.h" // for keyToggledOff, keyToggledOn
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#include "kaleidoscope/layers.h" // for Layer, Layer_
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Major redesign of the plugin and hooking interface
With this redesign, we introduce a new way to create plugins, which is easier to
extend with new hook points, provides a better interface, uses less memory, less
program space, and is a tiny bit faster too.
It all begins with `kaleidoscope::Plugin` being the base class, which provides
the hook methods plugins can implement. Plugins should be declared with
`KALEIDOSCOPE_INIT_PLUGINS` instead of `Kaleidoscope.use()`. Behind this macro
is a bit of magic (see the in-code documentation) that allows us to unroll the
hook method calls, avoid vtables, and so on. It creates an override for
`kaleidoscope::Hooks::*` methods, each of which will call the respective methods
of each initialized plugin.
With the new API come new names: all of the methods plugins can implement
received new, more descriptive names that all follow a similar pattern.
The old (dubbed V1) API still remains in place, although deprecated. One can
turn it off by setting the `KALEIDOSCOPE_ENABLE_V1_PLUGIN_API` define to zero,
while compiling the firmware.
This work is based on #276, written by @noseglasses. @obra and @algernon did
some cleaning up and applied a little naming treatment.
Signed-off-by: noseglasses <shinynoseglasses@gmail.com>
Signed-off-by: Jesse Vincent <jesse@keyboard.io>
Signed-off-by: Gergely Nagy <algernon@keyboard.io>
7 years ago
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namespace kaleidoscope {
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uint32_t Runtime_::millis_at_cycle_start_;
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KeyAddr Runtime_::last_addr_toggled_on_ = KeyAddr::none();
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Runtime_::Runtime_(void) {
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}
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// ----------------------------------------------------------------------------
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void Runtime_::setup(void) {
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// Before doing anything else, initialize the device, so that whatever the
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// rest of the hooks we'll call do, they'll be able to rely on an initialized
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// device.
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device().setup();
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// We are explicitly initializing the Serial port as early as possible to
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// (temporarily, hopefully) work around an issue on OSX. If we initialize
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// Serial too late, no matter what we do, we'll end up reading garbage from
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// the serial port. For more information, see the following issue:
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// https://github.com/keyboardio/Kaleidoscope-Bundle-Keyboardio/pull/7
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//
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// TODO(anyone): Figure out a way we can get rid of this, and fix the bug
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// properly.
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Redesign how the hardware objects are defined
Instead of having to define `HARDWARE_IMPLEMENTATION` to the class name of the
device, and define `KeyboardHardware` from within the plugin, let all devices
set `kaleidoscope::Device` to their own class via a typedef. Furthermore,
instead of `KeyboardHardware`, use `Kaleidoscope.device()` instead. This makes
device plugins a little bit simpler, and our naming more consistent.
Because some parts of the firmware need to access the device object before the
`Kaleidoscope` object is available, we can't make it a member of that. For this
reason, the device object is `kaleidoscope_internal::device`, and
`Kaleidoscope.device()` wraps it. In general, the wrapper should be used. But if
access to the device is required before `Kaleidoscope` is available, then that's
also available.
The `Kaleidoscope` object grew a few more wrappers: `storage()` and
`serialPort()`, so that one doesn't need to use `Kaleidoscope.device()`
directly, but can use the wrappers, which are noticably shorter to write.
Signed-off-by: Gergely Nagy <algernon@keyboard.io>
5 years ago
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device().serialPort().begin(9600);
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kaleidoscope::sketch_exploration::pluginsExploreSketch();
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Major redesign of the plugin and hooking interface
With this redesign, we introduce a new way to create plugins, which is easier to
extend with new hook points, provides a better interface, uses less memory, less
program space, and is a tiny bit faster too.
It all begins with `kaleidoscope::Plugin` being the base class, which provides
the hook methods plugins can implement. Plugins should be declared with
`KALEIDOSCOPE_INIT_PLUGINS` instead of `Kaleidoscope.use()`. Behind this macro
is a bit of magic (see the in-code documentation) that allows us to unroll the
hook method calls, avoid vtables, and so on. It creates an override for
`kaleidoscope::Hooks::*` methods, each of which will call the respective methods
of each initialized plugin.
With the new API come new names: all of the methods plugins can implement
received new, more descriptive names that all follow a similar pattern.
The old (dubbed V1) API still remains in place, although deprecated. One can
turn it off by setting the `KALEIDOSCOPE_ENABLE_V1_PLUGIN_API` define to zero,
while compiling the firmware.
This work is based on #276, written by @noseglasses. @obra and @algernon did
some cleaning up and applied a little naming treatment.
Signed-off-by: noseglasses <shinynoseglasses@gmail.com>
Signed-off-by: Jesse Vincent <jesse@keyboard.io>
Signed-off-by: Gergely Nagy <algernon@keyboard.io>
7 years ago
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kaleidoscope::Hooks::onSetup();
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// Clear the keyboard state array (all keys idle at start)
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live_keys.clear();
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Layer.setup();
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}
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// ----------------------------------------------------------------------------
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void Runtime_::loop(void) {
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millis_at_cycle_start_ = millis();
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|
Major redesign of the plugin and hooking interface
With this redesign, we introduce a new way to create plugins, which is easier to
extend with new hook points, provides a better interface, uses less memory, less
program space, and is a tiny bit faster too.
It all begins with `kaleidoscope::Plugin` being the base class, which provides
the hook methods plugins can implement. Plugins should be declared with
`KALEIDOSCOPE_INIT_PLUGINS` instead of `Kaleidoscope.use()`. Behind this macro
is a bit of magic (see the in-code documentation) that allows us to unroll the
hook method calls, avoid vtables, and so on. It creates an override for
`kaleidoscope::Hooks::*` methods, each of which will call the respective methods
of each initialized plugin.
With the new API come new names: all of the methods plugins can implement
received new, more descriptive names that all follow a similar pattern.
The old (dubbed V1) API still remains in place, although deprecated. One can
turn it off by setting the `KALEIDOSCOPE_ENABLE_V1_PLUGIN_API` define to zero,
while compiling the firmware.
This work is based on #276, written by @noseglasses. @obra and @algernon did
some cleaning up and applied a little naming treatment.
Signed-off-by: noseglasses <shinynoseglasses@gmail.com>
Signed-off-by: Jesse Vincent <jesse@keyboard.io>
Signed-off-by: Gergely Nagy <algernon@keyboard.io>
7 years ago
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kaleidoscope::Hooks::beforeEachCycle();
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// Next, we scan the keyswitches. Any toggle-on or toggle-off events will
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// trigger a call to `handleKeyswitchEvent()`, which in turn will
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// (conditionally) result in a HID report. Note that each event gets handled
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// (and any resulting HID report(s) sent) as soon as it is detected. It is
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// possible for more than one event to be handled like this in any given
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// cycle, resulting in multiple HID reports, but guaranteeing that only one
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// event is being handled at a time.
|
Redesign how the hardware objects are defined
Instead of having to define `HARDWARE_IMPLEMENTATION` to the class name of the
device, and define `KeyboardHardware` from within the plugin, let all devices
set `kaleidoscope::Device` to their own class via a typedef. Furthermore,
instead of `KeyboardHardware`, use `Kaleidoscope.device()` instead. This makes
device plugins a little bit simpler, and our naming more consistent.
Because some parts of the firmware need to access the device object before the
`Kaleidoscope` object is available, we can't make it a member of that. For this
reason, the device object is `kaleidoscope_internal::device`, and
`Kaleidoscope.device()` wraps it. In general, the wrapper should be used. But if
access to the device is required before `Kaleidoscope` is available, then that's
also available.
The `Kaleidoscope` object grew a few more wrappers: `storage()` and
`serialPort()`, so that one doesn't need to use `Kaleidoscope.device()`
directly, but can use the wrappers, which are noticably shorter to write.
Signed-off-by: Gergely Nagy <algernon@keyboard.io>
5 years ago
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device().scanMatrix();
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kaleidoscope::Hooks::afterEachCycle();
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}
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Major redesign of the plugin and hooking interface
With this redesign, we introduce a new way to create plugins, which is easier to
extend with new hook points, provides a better interface, uses less memory, less
program space, and is a tiny bit faster too.
It all begins with `kaleidoscope::Plugin` being the base class, which provides
the hook methods plugins can implement. Plugins should be declared with
`KALEIDOSCOPE_INIT_PLUGINS` instead of `Kaleidoscope.use()`. Behind this macro
is a bit of magic (see the in-code documentation) that allows us to unroll the
hook method calls, avoid vtables, and so on. It creates an override for
`kaleidoscope::Hooks::*` methods, each of which will call the respective methods
of each initialized plugin.
With the new API come new names: all of the methods plugins can implement
received new, more descriptive names that all follow a similar pattern.
The old (dubbed V1) API still remains in place, although deprecated. One can
turn it off by setting the `KALEIDOSCOPE_ENABLE_V1_PLUGIN_API` define to zero,
while compiling the firmware.
This work is based on #276, written by @noseglasses. @obra and @algernon did
some cleaning up and applied a little naming treatment.
Signed-off-by: noseglasses <shinynoseglasses@gmail.com>
Signed-off-by: Jesse Vincent <jesse@keyboard.io>
Signed-off-by: Gergely Nagy <algernon@keyboard.io>
7 years ago
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// ----------------------------------------------------------------------------
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void Runtime_::handleKeyswitchEvent(KeyEvent event) {
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// This function strictly handles physical key events. Any event without a
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// valid `KeyAddr` gets ignored.
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if (!event.addr.isValid())
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return;
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// Ignore any (non-)event that's not a state change. This check should be
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// unnecessary, as we shouldn't call this function otherwise.
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if (!(keyToggledOn(event.state) || keyToggledOff(event.state)))
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return;
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// Set the `Key` value for this event.
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if (keyToggledOff(event.state)) {
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// When a key toggles off, set the event's key value to whatever the key's
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// current value is in the live keys state array.
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event.key = live_keys[event.addr];
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// If that key was masked, unmask it and return.
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if (event.key == Key_Masked) {
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live_keys.clear(event.addr);
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return;
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}
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Change default value of `KeyEvent` from `Key_NoKey` to `Key_Undefined`
This lets us remove some awkward code from `handleKeyswitchEvent()`, because as
long as the default value (which triggers a keymap lookup) was the same as
`Key_Masked`, it wasn't sufficient for an `onKeyswitchEvent()` handler to change
`event.key` to `Key_Masked`, because that would be interpreted by
`handleKeyEvent()` as a signal to do a keymap lookup.
This also makes it more consistent with other parts of the code. The values
`Key_Undefined`, `Key_Inactive`, and `Key_Transparent` are all the same, and
with this change they are each interpreted the same way by code that encounters
them. In a keymap lookup, if an active layer has a `Key_Transparent` value, we
continue searching for a different value on another layer. In the live keys
array, if we find a `Key_Inactive` entry, we look for a value from the keymap.
And with this change, when processing a key event, if it has a `Key_Undefined`
value, we look for a value from `active_keys` (and then from the keymap layers,
if nothing is found there).
Signed-off-by: Michael Richters <gedankenexperimenter@gmail.com>
4 years ago
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} else if (event.key == Key_Undefined) {
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// When a key toggles on, unless the event already has a key value (i.e. we
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// were called by a plugin rather than `actOnMatrixScan()`), we look up the
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// value from the current keymap (overridden by `live_keys`).
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event.key = lookupKey(event.addr);
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}
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// Run the plugin event handlers
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auto result = Hooks::onKeyswitchEvent(event);
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// Now we check the result from the plugin event handlers, and stop processing
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// if it was anything other than `OK`.
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if (result != EventHandlerResult::OK)
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return;
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// If all the plugin handlers returned OK, we proceed to the next step in
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// processing the event.
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handleKeyEvent(event);
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}
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// ----------------------------------------------------------------------------
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void Runtime_::handleKeyEvent(KeyEvent event) {
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// For events that didn't begin with `handleKeyswitchEvent()`, we need to look
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// up the `Key` value from the keymap (maybe overridden by `live_keys`).
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if (event.addr.isValid()) {
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Change default value of `KeyEvent` from `Key_NoKey` to `Key_Undefined`
This lets us remove some awkward code from `handleKeyswitchEvent()`, because as
long as the default value (which triggers a keymap lookup) was the same as
`Key_Masked`, it wasn't sufficient for an `onKeyswitchEvent()` handler to change
`event.key` to `Key_Masked`, because that would be interpreted by
`handleKeyEvent()` as a signal to do a keymap lookup.
This also makes it more consistent with other parts of the code. The values
`Key_Undefined`, `Key_Inactive`, and `Key_Transparent` are all the same, and
with this change they are each interpreted the same way by code that encounters
them. In a keymap lookup, if an active layer has a `Key_Transparent` value, we
continue searching for a different value on another layer. In the live keys
array, if we find a `Key_Inactive` entry, we look for a value from the keymap.
And with this change, when processing a key event, if it has a `Key_Undefined`
value, we look for a value from `active_keys` (and then from the keymap layers,
if nothing is found there).
Signed-off-by: Michael Richters <gedankenexperimenter@gmail.com>
4 years ago
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if (keyToggledOff(event.state) || event.key == Key_Undefined) {
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event.key = lookupKey(event.addr);
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}
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}
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// If any `onKeyEvent()` handler returns `ABORT`, we return before updating
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// the Live Keys state array; as if the event didn't happen.
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auto result = Hooks::onKeyEvent(event);
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if (result == EventHandlerResult::ABORT)
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return;
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// Update the live keys array based on the new event.
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if (event.addr.isValid()) {
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if (keyToggledOff(event.state)) {
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live_keys.clear(event.addr);
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} else {
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live_keys.activate(event.addr, event.key);
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}
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}
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// If any `onKeyEvent()` handler returned a value other than `OK`, stop
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// processing now. Likewise if the event's `Key` value is a no-op.
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if (result != EventHandlerResult::OK ||
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event.key == Key_Masked ||
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event.key == Key_NoKey ||
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Change default value of `KeyEvent` from `Key_NoKey` to `Key_Undefined`
This lets us remove some awkward code from `handleKeyswitchEvent()`, because as
long as the default value (which triggers a keymap lookup) was the same as
`Key_Masked`, it wasn't sufficient for an `onKeyswitchEvent()` handler to change
`event.key` to `Key_Masked`, because that would be interpreted by
`handleKeyEvent()` as a signal to do a keymap lookup.
This also makes it more consistent with other parts of the code. The values
`Key_Undefined`, `Key_Inactive`, and `Key_Transparent` are all the same, and
with this change they are each interpreted the same way by code that encounters
them. In a keymap lookup, if an active layer has a `Key_Transparent` value, we
continue searching for a different value on another layer. In the live keys
array, if we find a `Key_Inactive` entry, we look for a value from the keymap.
And with this change, when processing a key event, if it has a `Key_Undefined`
value, we look for a value from `active_keys` (and then from the keymap layers,
if nothing is found there).
Signed-off-by: Michael Richters <gedankenexperimenter@gmail.com>
4 years ago
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event.key == Key_Undefined ||
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event.key == Key_Transparent)
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return;
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// If it's a built-in Layer key, we handle it here, and skip sending report(s)
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if (event.key.isLayerKey()) {
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Layer.handleLayerKeyEvent(event);
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return;
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}
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// The System Control HID report contains only one keycode, and gets sent
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// immediately on `pressSystemControl()` or `releaseSystemControl()`. This is
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// significantly different from the way the other HID reports work, where held
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// keys remain in effect for subsequent reports.
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if (event.key.isSystemControlKey()) {
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if (keyToggledOn(event.state)) {
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hid().keyboard().pressSystemControl(event.key);
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} else { /* if (keyToggledOff(key_state)) */
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hid().keyboard().releaseSystemControl(event.key);
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}
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return;
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}
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// Until this point, the old report was still valid. Now we construct the new
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// one, based on the contents of the `live_keys` state array.
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prepareKeyboardReport(event);
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// Finally, send the new keyboard report
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sendKeyboardReport(event);
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// Now that the report has been sent, let plugins act on it after the fact.
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// This is useful for plugins that need to react to an event, but must wait
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// until after that event is processed to do so.
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Hooks::afterReportingState(event);
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}
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// ----------------------------------------------------------------------------
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void Runtime_::prepareKeyboardReport(const KeyEvent &event) {
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// before building the new report, start clean
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device().hid().keyboard().releaseAllKeys();
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// Build report from composite keymap cache. This can be much more efficient
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// with a bitfield. What we should be doing here is going through the array
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// and checking for HID values (Keyboard, Consumer, System) and directly
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// adding them to their respective reports. This comes before the old plugin
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// hooks are called for the new event so that the report will be full complete
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// except for that new event.
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for (KeyAddr key_addr : KeyAddr::all()) {
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// Skip this event's key addr; we will deal with that later. This is most
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// important in the case of a key release, because we can't safely remove
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// any keycode(s) added to the report later.
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if (key_addr == event.addr)
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continue;
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Key key = live_keys[key_addr];
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// If the key is idle or masked, we can ignore it.
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if (key == Key_Inactive || key == Key_Masked)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
addToReport(key);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
void Runtime_::addToReport(Key key) {
|
|
|
|
// First, call any relevant plugin handlers, to give them a chance to add
|
|
|
|
// other values to the HID report directly and/or to abort the automatic
|
|
|
|
// adding of keycodes below.
|
|
|
|
auto result = Hooks::onAddToReport(key);
|
|
|
|
if (result == EventHandlerResult::ABORT)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (key.isKeyboardKey()) {
|
|
|
|
// The only incidental Keyboard modifiers that are allowed are the ones on
|
|
|
|
// the key that generated the event, so we strip any others before adding
|
|
|
|
// them. This might turn out to be too simple to cover all the corner cases,
|
|
|
|
// but the OS should be helpful and do most of the masking we want for us.
|
|
|
|
if (!key.isKeyboardModifier())
|
|
|
|
key.setFlags(0);
|
|
|
|
|
|
|
|
hid().keyboard().pressKey(key);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (key.isConsumerControlKey()) {
|
|
|
|
hid().keyboard().pressConsumerControl(key);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// System Control keys and Layer keys are not handled here because they only
|
|
|
|
// take effect on toggle-on or toggle-off events, they don't get added to HID
|
|
|
|
// reports when held.
|
|
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
void Runtime_::sendKeyboardReport(const KeyEvent &event) {
|
|
|
|
// If the keycode for this key is already in the report, we need to send an
|
|
|
|
// extra report without that keycode in order to correctly process the
|
|
|
|
// rollover. It might be better to exempt modifiers from this rule, but it's
|
|
|
|
// not clear that would be better.
|
|
|
|
if (keyToggledOn(event.state) &&
|
|
|
|
event.key.isKeyboardKey()) {
|
|
|
|
// last keyboard key toggled on
|
|
|
|
last_addr_toggled_on_ = event.addr;
|
|
|
|
if (hid().keyboard().isKeyPressed(event.key)) {
|
|
|
|
// The keycode (flags ignored) for `event.key` is active in the current
|
|
|
|
// report. Should this be `wasKeyPressed()` instead? I don't think so,
|
|
|
|
// because (if I'm right) the new event hasn't been added yet.
|
|
|
|
hid().keyboard().releaseKey(event.key);
|
|
|
|
hid().keyboard().sendReport();
|
|
|
|
}
|
|
|
|
if (event.key.getFlags() != 0) {
|
|
|
|
hid().keyboard().pressModifiers(event.key);
|
|
|
|
hid().keyboard().sendReport();
|
|
|
|
}
|
|
|
|
} else if (event.addr != last_addr_toggled_on_) {
|
|
|
|
// (not a keyboard key OR toggled off) AND not last keyboard key toggled on
|
|
|
|
Key last_key = live_keys[last_addr_toggled_on_];
|
|
|
|
if (last_key.isKeyboardKey()) {
|
|
|
|
hid().keyboard().pressModifiers(last_key);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (keyToggledOn(event.state)) {
|
|
|
|
addToReport(event.key);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Call new pre-report handlers:
|
|
|
|
if (Hooks::beforeReportingState(event) == EventHandlerResult::ABORT)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Finally, send the report:
|
|
|
|
device().hid().keyboard().sendReport();
|
Major redesign of the plugin and hooking interface
With this redesign, we introduce a new way to create plugins, which is easier to
extend with new hook points, provides a better interface, uses less memory, less
program space, and is a tiny bit faster too.
It all begins with `kaleidoscope::Plugin` being the base class, which provides
the hook methods plugins can implement. Plugins should be declared with
`KALEIDOSCOPE_INIT_PLUGINS` instead of `Kaleidoscope.use()`. Behind this macro
is a bit of magic (see the in-code documentation) that allows us to unroll the
hook method calls, avoid vtables, and so on. It creates an override for
`kaleidoscope::Hooks::*` methods, each of which will call the respective methods
of each initialized plugin.
With the new API come new names: all of the methods plugins can implement
received new, more descriptive names that all follow a similar pattern.
The old (dubbed V1) API still remains in place, although deprecated. One can
turn it off by setting the `KALEIDOSCOPE_ENABLE_V1_PLUGIN_API` define to zero,
while compiling the firmware.
This work is based on #276, written by @noseglasses. @obra and @algernon did
some cleaning up and applied a little naming treatment.
Signed-off-by: noseglasses <shinynoseglasses@gmail.com>
Signed-off-by: Jesse Vincent <jesse@keyboard.io>
Signed-off-by: Gergely Nagy <algernon@keyboard.io>
7 years ago
|
|
|
}
|
|
|
|
|
|
|
|
Runtime_ Runtime;
|
Major redesign of the plugin and hooking interface
With this redesign, we introduce a new way to create plugins, which is easier to
extend with new hook points, provides a better interface, uses less memory, less
program space, and is a tiny bit faster too.
It all begins with `kaleidoscope::Plugin` being the base class, which provides
the hook methods plugins can implement. Plugins should be declared with
`KALEIDOSCOPE_INIT_PLUGINS` instead of `Kaleidoscope.use()`. Behind this macro
is a bit of magic (see the in-code documentation) that allows us to unroll the
hook method calls, avoid vtables, and so on. It creates an override for
`kaleidoscope::Hooks::*` methods, each of which will call the respective methods
of each initialized plugin.
With the new API come new names: all of the methods plugins can implement
received new, more descriptive names that all follow a similar pattern.
The old (dubbed V1) API still remains in place, although deprecated. One can
turn it off by setting the `KALEIDOSCOPE_ENABLE_V1_PLUGIN_API` define to zero,
while compiling the firmware.
This work is based on #276, written by @noseglasses. @obra and @algernon did
some cleaning up and applied a little naming treatment.
Signed-off-by: noseglasses <shinynoseglasses@gmail.com>
Signed-off-by: Jesse Vincent <jesse@keyboard.io>
Signed-off-by: Gergely Nagy <algernon@keyboard.io>
7 years ago
|
|
|
|
|
|
|
} // namespace kaleidoscope
|
|
|
|
|
|
|
|
kaleidoscope::Runtime_ &Kaleidoscope = kaleidoscope::Runtime;
|