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Kaleidoscope/src/layers.cpp

179 lines
4.3 KiB

#include "Kaleidoscope.h"
static uint8_t DefaultLayer;
static uint32_t LayerState;
uint8_t Layer_::highestLayer;
Key Layer_::liveCompositeKeymap[ROWS][COLS];
uint8_t Layer_::activeLayers[ROWS][COLS];
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Key(*Layer_::getKey)(uint8_t layer, byte row, byte col) = Layer.getKeyFromPROGMEM;
static void handleKeymapKeyswitchEvent(Key keymapEntry, uint8_t keyState) {
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if (keymapEntry.keyCode >= MOMENTARY_OFFSET) {
uint8_t target = keymapEntry.keyCode - MOMENTARY_OFFSET;
switch (target) {
case KEYMAP_NEXT:
if (keyToggledOn(keyState))
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Layer.next();
else if (keyToggledOff(keyState))
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Layer.previous();
break;
case KEYMAP_PREVIOUS:
if (keyToggledOn(keyState))
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Layer.previous();
else if (keyToggledOff(keyState))
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Layer.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))
Layer.on(target);
} else if (keyToggledOff(keyState)) {
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Layer.off(target);
}
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)
Layer.off(keymapEntry.keyCode);
else
Layer.on(keymapEntry.keyCode);
}
}
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;
}
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Layer_::Layer_(void) {
defaultLayer(0);
}
Key
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Layer_::getKeyFromPROGMEM(uint8_t layer, byte row, byte col) {
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, DefaultLayer, 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 > DefaultLayer) {
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) {
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for (int8_t i = 31; i >= 0; i--) {
if (bitRead(LayerState, i)) {
highestLayer = i;
return;
}
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}
highestLayer = 0;
}
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void Layer_::move(uint8_t layer) {
LayerState = 0;
on(layer);
}
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void Layer_::on(uint8_t layer) {
bool wasOn = isOn(layer);
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bitSet(LayerState, layer);
if (layer > highestLayer)
updateHighestLayer();
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 the layer did turn on, update the keymap cache. See layers.h for an
* explanation about the caches we have. */
if (!wasOn)
updateActiveLayers();
}
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void Layer_::off(uint8_t layer) {
bool wasOn = isOn(layer);
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bitClear(LayerState, layer);
if (layer == highestLayer)
updateHighestLayer();
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 the layer did turn off, update the keymap cache. See layers.h for an
* explanation about the caches we have. */
if (wasOn)
updateActiveLayers();
}
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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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void Layer_::defaultLayer(uint8_t layer) {
move(layer);
DefaultLayer = layer;
}
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uint8_t Layer_::defaultLayer(void) {
return DefaultLayer;
}
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uint32_t Layer_::getLayerState(void) {
return LayerState;
}
Layer_ Layer;