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@ -21,158 +21,158 @@
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namespace kaleidoscope {
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//Default, empty constructor
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ModifierKeyMap::ModifierKeyMap(){
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}
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//Constructor with input and output, and assume default timeout
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ModifierKeyMap::ModifierKeyMap(Key input_, Key output_){
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input = input_;
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output = output_;
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}
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//Constructor with all three set
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ModifierKeyMap::ModifierKeyMap(Key input_, Key output_, uint16_t timeout_) {
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input = input_;
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output = output_;
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timeout = timeout_;
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}
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//Space Cadet
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uint8_t SpaceCadet::map_size_ = 0;
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ModifierKeyMap * SpaceCadet::map_;
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uint16_t SpaceCadet::time_out = 1000;
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//Empty constructor
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SpaceCadet::SpaceCadet() {
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//By default, we make one with left shift sending left paren, and right shift sending right paren
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static ModifierKeyMap internalMap[] = {
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//By default, respect the default timeout
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{Key_LeftShift, Key_LeftParen, 0}
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,{Key_RightShift, Key_RightParen, 0}
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//These may be uncommented, added, or set in the main sketch
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/*,{Key_LeftGui,Key_LeftCurlyBracket,250}
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,{Key_RightAlt,Key_RightCurlyBracket,250}
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,{Key_LeftControl,Key_LeftBracket,250}
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,{Key_RightControl,Key_RightBracket,250}*/
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};
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//Set the variables to our internal map
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map_ = internalMap;
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map_size_ = sizeof(internalMap)/sizeof(internalMap[0]);
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}
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//Void function to reset the modifier map if desired.
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void SpaceCadet::setMap(ModifierKeyMap * map, uint8_t map_size){
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//Set the map
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map_ = map;
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//set the map size to be the length of the array
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map_size_ = map_size;
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}
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void SpaceCadet::begin() {
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Kaleidoscope.useEventHandlerHook(eventHandlerHook);
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}
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Key SpaceCadet::eventHandlerHook(Key mapped_key, byte row, byte col, uint8_t key_state) {
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// If nothing happened, bail out fast.
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if (!keyIsPressed(key_state) && !keyWasPressed(key_state)) {
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return mapped_key;
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}
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// If a key has been just toggled on...
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if (keyToggledOn(key_state)) {
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if(map_size_ > 0) {
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//This will only set one key, and if it isn't in our map it clears everything
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//for the non-pressed key
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for (uint8_t i = 0; i < map_size_; ++i) {
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if(mapped_key.raw == map_[i].input.raw) {
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//The keypress was valid and a match.
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map_[i].flagged = true;
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map_[i].start_time = millis();
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} else {
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//The keypress wasn't a match.
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map_[i].flagged = false;
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map_[i].start_time = 0;
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}
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}
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}
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// this is all we need to do on keypress, let the next handler do its thing too.
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return mapped_key;
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}
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// if the state is empty, that means that either the shifts weren't pressed,
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// or we used another key in the interim. in both cases, nothing special to do.
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bool valid_key = false;
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bool pressed_key_was_valid = false;
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uint8_t index = 0;
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if(map_size_ > 0) {
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//Look to see if any keys in our map are flagged
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for (uint8_t i = 0; i < map_size_; ++i) {
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if (map_[i].flagged) {
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valid_key = true;
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index = i;
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}
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if (map_[i].input.raw == mapped_key.raw) {
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pressed_key_was_valid = true;
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}
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}
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}
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//Default, empty constructor
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ModifierKeyMap::ModifierKeyMap() {
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}
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//If no valid mapped keys were pressed, simply return the keycode
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if (!valid_key) {
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return mapped_key;
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}
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//Constructor with input and output, and assume default timeout
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ModifierKeyMap::ModifierKeyMap(Key input_, Key output_) {
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input = input_;
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output = output_;
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}
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//use the map index to find the local timeout for this key
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uint16_t current_timeout = map_[index].timeout;
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//If that isn't set, use the global timeout setting.
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if(current_timeout == 0){
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current_timeout = time_out;
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}
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//Constructor with all three set
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ModifierKeyMap::ModifierKeyMap(Key input_, Key output_, uint16_t timeout_) {
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input = input_;
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output = output_;
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timeout = timeout_;
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}
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if ((millis() - map_[index].start_time) >= current_timeout) {
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// if we timed out, that means we need to keep pressing the mapped
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// key, but we won't need to send the alternative key in the end
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map_[index].flagged = false;
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map_[index].start_time = 0;
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return mapped_key;
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}
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//Space Cadet
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uint8_t SpaceCadet::map_size_ = 0;
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ModifierKeyMap * SpaceCadet::map_;
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uint16_t SpaceCadet::time_out = 1000;
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//Empty constructor
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SpaceCadet::SpaceCadet() {
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//By default, we make one with left shift sending left paren, and right shift sending right paren
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static ModifierKeyMap internalMap[] = {
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//By default, respect the default timeout
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{Key_LeftShift, Key_LeftParen, 0}
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, {Key_RightShift, Key_RightParen, 0}
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//These may be uncommented, added, or set in the main sketch
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|
|
|
/*,{Key_LeftGui,Key_LeftCurlyBracket,250}
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,{Key_RightAlt,Key_RightCurlyBracket,250}
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,{Key_LeftControl,Key_LeftBracket,250}
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,{Key_RightControl,Key_RightBracket,250}*/
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};
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//Set the variables to our internal map
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map_ = internalMap;
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map_size_ = sizeof(internalMap) / sizeof(internalMap[0]);
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}
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// If the key that was pressed isn't one of our mapped keys, just
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// return. This can happen when another key is released, and that should not
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// interrupt us.
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//Void function to reset the modifier map if desired.
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void SpaceCadet::setMap(ModifierKeyMap * map, uint8_t map_size) {
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//Set the map
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map_ = map;
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//set the map size to be the length of the array
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map_size_ = map_size;
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}
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if (!pressed_key_was_valid) {
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return mapped_key;
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}
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void SpaceCadet::begin() {
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Kaleidoscope.useEventHandlerHook(eventHandlerHook);
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}
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// if a key toggled off (and that must be one of the mapped keys at this point),
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// send the alternative key instead (if we were interrupted, we bailed out earlier).
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if (keyToggledOff(key_state)) {
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Key pressed_key = map_[index].input;
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Key alternate_key = map_[index].output;
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//Since we are sending the actual key (no need for shift, etc),
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//only need to send that key and not the original key. In fact, we
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//may want to even UNSET the originally pressed key (future
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//enhanacement?). This might also mean we don't need to return the
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//key that was pressed, though I haven't confirmed that.
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handleKeyswitchEvent(alternate_key, row, col, IS_PRESSED | INJECTED);
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hid::sendKeyboardReport();
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//Unflag the key so we don't try this again.
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map_[index].flagged = false;
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map_[index].start_time = 0;
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Key SpaceCadet::eventHandlerHook(Key mapped_key, byte row, byte col, uint8_t key_state) {
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// If nothing happened, bail out fast.
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if (!keyIsPressed(key_state) && !keyWasPressed(key_state)) {
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return mapped_key;
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}
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// If a key has been just toggled on...
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if (keyToggledOn(key_state)) {
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if (map_size_ > 0) {
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//This will only set one key, and if it isn't in our map it clears everything
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//for the non-pressed key
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for (uint8_t i = 0; i < map_size_; ++i) {
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if (mapped_key.raw == map_[i].input.raw) {
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//The keypress was valid and a match.
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map_[i].flagged = true;
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map_[i].start_time = millis();
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} else {
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//The keypress wasn't a match.
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map_[i].flagged = false;
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map_[i].start_time = 0;
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}
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}
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}
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return mapped_key;
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// this is all we need to do on keypress, let the next handler do its thing too.
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return mapped_key;
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}
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// if the state is empty, that means that either the shifts weren't pressed,
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// or we used another key in the interim. in both cases, nothing special to do.
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bool valid_key = false;
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bool pressed_key_was_valid = false;
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uint8_t index = 0;
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if (map_size_ > 0) {
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//Look to see if any keys in our map are flagged
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for (uint8_t i = 0; i < map_size_; ++i) {
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if (map_[i].flagged) {
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valid_key = true;
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index = i;
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}
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if (map_[i].input.raw == mapped_key.raw) {
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pressed_key_was_valid = true;
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}
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}
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}
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//If no valid mapped keys were pressed, simply return the keycode
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if (!valid_key) {
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return mapped_key;
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}
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//use the map index to find the local timeout for this key
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uint16_t current_timeout = map_[index].timeout;
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//If that isn't set, use the global timeout setting.
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if (current_timeout == 0) {
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current_timeout = time_out;
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}
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if ((millis() - map_[index].start_time) >= current_timeout) {
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// if we timed out, that means we need to keep pressing the mapped
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// key, but we won't need to send the alternative key in the end
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map_[index].flagged = false;
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map_[index].start_time = 0;
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return mapped_key;
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}
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// If the key that was pressed isn't one of our mapped keys, just
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// return. This can happen when another key is released, and that should not
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// interrupt us.
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if (!pressed_key_was_valid) {
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return mapped_key;
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}
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// if a key toggled off (and that must be one of the mapped keys at this point),
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// send the alternative key instead (if we were interrupted, we bailed out earlier).
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if (keyToggledOff(key_state)) {
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Key pressed_key = map_[index].input;
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Key alternate_key = map_[index].output;
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//Since we are sending the actual key (no need for shift, etc),
|
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|
|
|
//only need to send that key and not the original key. In fact, we
|
|
|
|
|
//may want to even UNSET the originally pressed key (future
|
|
|
|
|
//enhanacement?). This might also mean we don't need to return the
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//key that was pressed, though I haven't confirmed that.
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handleKeyswitchEvent(alternate_key, row, col, IS_PRESSED | INJECTED);
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hid::sendKeyboardReport();
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//Unflag the key so we don't try this again.
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map_[index].flagged = false;
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map_[index].start_time = 0;
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}
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return mapped_key;
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}
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}
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