You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
Kaleidoscope/src/kaleidoscope/layers.h

116 lines
4.1 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/>.
*/
#pragma once
#include <Arduino.h>
#include "kaleidoscope/key_defs.h"
#include KALEIDOSCOPE_HARDWARE_H
extern const Key keymaps[][ROWS][COLS];
// Macro for defining the keymap. This should be used in the sketch
// file (*.ino) to define the keymap[] array that holds the user's
// layers. It also computes the number of layers in that keymap.
#define KEYMAPS(layers...) \
const Key keymaps[][ROWS][COLS] PROGMEM = { layers }; \
uint8_t layer_count = sizeof(keymaps) / sizeof(*keymaps);
extern uint8_t layer_count;
namespace kaleidoscope {
class Layer_ {
public:
Layer_() {}
/* 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 `liveCompositeKeymap`, 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. (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 `liveCompositeKeymap`
* is not useful here. So we use `activeLayers` 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 `liveCompositeKeymap`-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
* `lookupOnActiveLayer`.
*/
static Key lookup(byte row, byte col) {
return live_composite_keymap_[row][col];
}
static Key lookupOnActiveLayer(byte row, byte col) {
uint8_t layer = active_layers_[row][col];
return (*getKey)(layer, row, col);
}
static uint8_t lookupActiveLayer(byte row, byte col) {
return active_layers_[row][col];
}
static void activate(uint8_t layer);
static void deactivate(uint8_t layer);
static void activateNext();
static void deactivateTop();
static void move(uint8_t layer);
static uint8_t top(void) {
return top_active_layer_;
}
static boolean isActive(uint8_t layer);
static uint32_t getLayerState(void) {
return layer_state_;
}
static Key eventHandler(Key mappedKey, byte row, byte col, uint8_t keyState);
static Key(*getKey)(uint8_t layer, byte row, byte col);
static Key getKeyFromPROGMEM(uint8_t layer, byte row, byte col);
static void updateLiveCompositeKeymap(byte row, byte col);
static void updateActiveLayers(void);
private:
static uint32_t layer_state_;
static uint8_t top_active_layer_;
static Key live_composite_keymap_[ROWS][COLS];
static uint8_t active_layers_[ROWS][COLS];
static void handleKeymapKeyswitchEvent(Key keymapEntry, uint8_t keyState);
static void updateTopActiveLayer(void);
};
}
extern kaleidoscope::Layer_ Layer;