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Kaleidoscope/src/kaleidoscope/layers.cpp

214 lines
6.2 KiB

/* Kaleidoscope - Firmware for computer input devices
* Copyright (C) 2013-2018 Keyboard.io, Inc.
*
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, version 3.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "kaleidoscope/Kaleidoscope.h"
// The maximum number of layers allowed. `LayerState`, which stores
// the on/off status of the layers in a bitfield has only 32 bits, and
// that should be enough for almost any layout.
#define MAX_LAYERS sizeof(uint32_t) * 8;
// The total number of defined layers in the firmware sketch keymaps[]
// array. If the keymap wasn't defined using KEYMAPS(), set it to the
// highest possible number of layers.
uint8_t layer_count __attribute__((weak)) = MAX_LAYERS;
namespace kaleidoscope {
uint32_t Layer_::LayerState;
uint8_t Layer_::highestLayer;
Key Layer_::liveCompositeKeymap[ROWS][COLS];
uint8_t Layer_::activeLayers[ROWS][COLS];
Key(*Layer_::getKey)(uint8_t layer, byte row, byte col) = Layer.getKeyFromPROGMEM;
void Layer_::handleKeymapKeyswitchEvent(Key keymapEntry, uint8_t keyState) {
if (keymapEntry.keyCode >= LAYER_SHIFT_OFFSET) {
uint8_t target = keymapEntry.keyCode - LAYER_SHIFT_OFFSET;
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switch (target) {
case KEYMAP_NEXT:
if (keyToggledOn(keyState))
next();
else if (keyToggledOff(keyState))
previous();
break;
case KEYMAP_PREVIOUS:
if (keyToggledOn(keyState))
previous();
else if (keyToggledOff(keyState))
next();
break;
default:
/* The default case is when we are switching to a layer by its number, and
* is a bit more complicated than switching there when the key toggles on,
* and away when it toggles off.
*
* We want to handle the case where we have more than one momentary layer
* key on our keymap that point to the same target layer, and we hold
* both, and release one. In this case, the layer should remain active,
* because the second momentary key is still held.
*
* To do this, we turn the layer back on if the switcher key is still
* held, not only when it toggles on. So when one of them is released,
* that does turn the layer off, but with the other still being held, the
* layer will toggle back on in the same cycle.
*/
if (keyIsPressed(keyState)) {
if (!Layer.isOn(target))
on(target);
} else if (keyToggledOff(keyState)) {
off(target);
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}
break;
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}
} else if (keyToggledOn(keyState)) {
// switch keymap and stay there
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if (Layer.isOn(keymapEntry.keyCode) && keymapEntry.keyCode)
off(keymapEntry.keyCode);
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else
on(keymapEntry.keyCode);
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}
}
Key Layer_::eventHandler(Key mappedKey, byte row, byte col, uint8_t keyState) {
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if (mappedKey.flags != (SYNTHETIC | SWITCH_TO_KEYMAP))
return mappedKey;
handleKeymapKeyswitchEvent(mappedKey, keyState);
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return Key_NoKey;
}
Key Layer_::getKeyFromPROGMEM(uint8_t layer, byte row, byte col) {
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Key key;
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key.raw = pgm_read_word(&(keymaps[layer][row][col]));
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return key;
}
void Layer_::updateLiveCompositeKeymap(byte row, byte col) {
int8_t layer = activeLayers[row][col];
liveCompositeKeymap[row][col] = (*getKey)(layer, row, col);
}
void Layer_::updateActiveLayers(void) {
memset(activeLayers, 0, ROWS * COLS);
for (byte row = 0; row < ROWS; row++) {
for (byte col = 0; col < COLS; col++) {
layers: Implement a two-stage cache With the new implementation, there are two lookup functions, because we have two caches, and different parts of the firmware will want to use either this or that (or perhaps both, in rare cases). First of all, we use caches because looking up a key through all the layers is costy, and the cost increases dramatically the more layers we have. Then, we have the `effectiveKeymapCache`, because to have layer behaviours we want, that is, if you hold a key on a layer, release the layer key but continue holding the other, we want for the layered keycode to continue repeating. At the same time, we want other keys to not be affected by the now-turned-off layer. So we update the keycode in the cache on-demand, when the key is pressed or released. (see the top of `handleKeyswitchEvent`). On the other hand, we also have plugins that scan the whole keymap, and do things based on that information, such as highlighting keys that changed between layers. These need to be able to look at a state of where the keymap *should* be, not necessarily where it is. The `effectiveKeymapCache` is not useful here. So we use a `keymapCache` which we update whenever layers change (see `Layer.on` and `Layer.off`), and it updates the cache to show how the keymap should look, without the `effectiveKeymapCache`-induced behaviour. Thus, if we are curious about what a given key will do, use `lookup`. If we are curious what the active layer state describes the key as, use `lookupUncached`. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
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int8_t layer = highestLayer;
while (layer > 0) {
layers: Implement a two-stage cache With the new implementation, there are two lookup functions, because we have two caches, and different parts of the firmware will want to use either this or that (or perhaps both, in rare cases). First of all, we use caches because looking up a key through all the layers is costy, and the cost increases dramatically the more layers we have. Then, we have the `effectiveKeymapCache`, because to have layer behaviours we want, that is, if you hold a key on a layer, release the layer key but continue holding the other, we want for the layered keycode to continue repeating. At the same time, we want other keys to not be affected by the now-turned-off layer. So we update the keycode in the cache on-demand, when the key is pressed or released. (see the top of `handleKeyswitchEvent`). On the other hand, we also have plugins that scan the whole keymap, and do things based on that information, such as highlighting keys that changed between layers. These need to be able to look at a state of where the keymap *should* be, not necessarily where it is. The `effectiveKeymapCache` is not useful here. So we use a `keymapCache` which we update whenever layers change (see `Layer.on` and `Layer.off`), and it updates the cache to show how the keymap should look, without the `effectiveKeymapCache`-induced behaviour. Thus, if we are curious about what a given key will do, use `lookup`. If we are curious what the active layer state describes the key as, use `lookupUncached`. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
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if (Layer.isOn(layer)) {
Key mappedKey = (*getKey)(layer, row, col);
if (mappedKey != Key_Transparent) {
activeLayers[row][col] = layer;
layers: Implement a two-stage cache With the new implementation, there are two lookup functions, because we have two caches, and different parts of the firmware will want to use either this or that (or perhaps both, in rare cases). First of all, we use caches because looking up a key through all the layers is costy, and the cost increases dramatically the more layers we have. Then, we have the `effectiveKeymapCache`, because to have layer behaviours we want, that is, if you hold a key on a layer, release the layer key but continue holding the other, we want for the layered keycode to continue repeating. At the same time, we want other keys to not be affected by the now-turned-off layer. So we update the keycode in the cache on-demand, when the key is pressed or released. (see the top of `handleKeyswitchEvent`). On the other hand, we also have plugins that scan the whole keymap, and do things based on that information, such as highlighting keys that changed between layers. These need to be able to look at a state of where the keymap *should* be, not necessarily where it is. The `effectiveKeymapCache` is not useful here. So we use a `keymapCache` which we update whenever layers change (see `Layer.on` and `Layer.off`), and it updates the cache to show how the keymap should look, without the `effectiveKeymapCache`-induced behaviour. Thus, if we are curious about what a given key will do, use `lookup`. If we are curious what the active layer state describes the key as, use `lookupUncached`. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
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break;
}
}
layer--;
}
}
}
}
void Layer_::updateHighestLayer(void) {
// If layer_count is set, start there, otherwise search from the
// highest possible layer (MAX_LAYERS) for the top active layer
for (byte i = (layer_count - 1); i > 0; i--) {
if (bitRead(LayerState, i)) {
highestLayer = i;
return;
}
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}
// It's not possible to turn off the default layer (see
// updateActiveLayers()), so if no other layers are active:
highestLayer = 0;
}
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void Layer_::move(uint8_t layer) {
LayerState = 0;
on(layer);
}
// Activate a given layer
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void Layer_::on(uint8_t layer) {
// If we're trying to turn on a layer that doesn't exist, abort (but
// if the keymap wasn't defined using the KEYMAPS() macro, proceed anyway
if (layer >= layer_count)
return;
// If the target layer was already on, return
if (isOn(layer))
return;
// Otherwise, turn on its bit in LayerState
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bitSet(LayerState, layer);
// If the target layer is above the previous highest active layer,
// update highestLayer
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if (layer > highestLayer)
updateHighestLayer();
// Update the keymap cache (but not liveCompositeKeymap; that gets
// updated separately, when keys toggle on or off. See layers.h)
updateActiveLayers();
kaleidoscope::Hooks::onLayerChange();
}
// Deactivate a given layer
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void Layer_::off(uint8_t layer) {
// If the target layer was already off, return
if (!bitRead(LayerState, layer))
return;
// Turn off its bit in LayerState
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bitClear(LayerState, layer);
// If the target layer was the previous highest active layer,
// update highestLayer
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if (layer == highestLayer)
updateHighestLayer();
// Update the keymap cache (but not liveCompositeKeymap; that gets
// updated separately, when keys toggle on or off. See layers.h)
updateActiveLayers();
kaleidoscope::Hooks::onLayerChange();
}
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boolean Layer_::isOn(uint8_t layer) {
return bitRead(LayerState, layer);
}
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void Layer_::next(void) {
on(highestLayer + 1);
}
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void Layer_::previous(void) {
off(highestLayer);
}
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uint32_t Layer_::getLayerState(void) {
return LayerState;
}
}
kaleidoscope::Layer_ Layer;