@ -1,6 +1,5 @@
// Do not remove the include below
# include "ArduinoKeyboard.h"
// Copyright 2013 Jesse Vincent <jesse@fsck.com>
// All Rights Reserved. (To be licensed under an opensource license
// before the release of the keyboard.io model 01
@ -51,327 +50,343 @@ float carriedOverY =0;
static const Key keymaps [ LAYERS ] [ ROWS ] [ COLS ] = {
{
{ NoKey , Key_1 , Key_2 , Key_3 , Key_4 , Key_5 , NoKey , NoKey , Key_6 , Key_7 , Key_8 , Key_9 , Key_0 , NoKey } ,
{ Key_Backtick , Key_Q , Key_W , Key_E , Key_R , Key_T , NoKey , NoKey , Key_Y , Key_U , Key_I , Key_O , Key_P , Key_Equals } ,
{ Key_PageUp , Key_A , Key_S , Key_D , Key_F , Key_G , Key_Tab , Key_Return , Key_H , Key_J , Key_K , Key_L , Key_Semicolon , Key_Quote } ,
{ Key_PageDn , Key_Z , Key_X , Key_C , Key_V , Key_B , Key_Esc , Key_Return , Key_N , Key_M , Key_Comma , Key_Period , Key_Slash , Key_Minus } ,
{ Key_LGUI , Key_Backspace , Key_LShift , Key_LCtrl , NextKeymap , NoKey , NoKey , NoKey , NoKey , NextKeymap , Key_RCtrl , Key_RShift , Key_Space , Key_RAlt }
} ,
{
{ NoKey , Key_1 , Key_2 , Key_3 , Key_4 , Key_5 , NoKey , NoKey , Key_6 , Key_7 , Key_8 , Key_9 , Key_0 , NoKey } ,
{ Key_Backtick , Key_Q , mouseBtnL , mouseBtnM , mouseBtnR , Key_T , NoKey , NoKey , Key_LCurlyBracket , Key_RCurlyBracket , Key_LSquareBracket , Key_RSquareBracket , Key_P , Key_Equals } ,
{ Key_PageUp , mouseL , mouseUp , mouseDn , mouseR , Key_G , Key_Tab , Key_Return , Key_LArrow , Key_DnArrow , Key_UpArrow , Key_RArrow , Key_Semicolon , Key_Quote } ,
{ Key_PageDn , Key_Z , mouseBtnL , mouseBtnM , mouseBtnR , Key_B , Key_Esc , Key_Return , Key_Pipe , Key_M , Key_Comma , Key_Period , Key_Backslash , Key_Minus } ,
{ Key_LGUI , Key_Backspace , Key_LShift , Key_LCtrl , NextKeymap , NoKey , NoKey , NoKey , NoKey , NextKeymap , Key_RCtrl , Key_RShift , Key_Space , Key_RAlt }
}
{
{ NoKey , Key_1 , Key_2 , Key_3 , Key_4 , Key_5 , NoKey , NoKey , Key_6 , Key_7 , Key_8 , Key_9 , Key_0 , NoKey } ,
{ Key_Backtick , Key_Q , Key_W , Key_E , Key_R , Key_T , NoKey , NoKey , Key_Y , Key_U , Key_I , Key_O , Key_P , Key_Equals } ,
{ Key_PageUp , Key_A , Key_S , Key_D , Key_F , Key_G , Key_Tab , Key_Return , Key_H , Key_J , Key_K , Key_L , Key_Semicolon , Key_Quote } ,
{ Key_PageDn , Key_Z , Key_X , Key_C , Key_V , Key_B , Key_Esc , Key_Return , Key_N , Key_M , Key_Comma , Key_Period , Key_Slash , Key_Minus } ,
{ Key_LGUI , Key_Backspace , Key_LShift , Key_LCtrl , NextKeymap , NoKey , NoKey , NoKey , NoKey , NextKeymap , Key_RCtrl , Key_RShift , Key_Space , Key_RAlt }
} ,
{
{ NoKey , Key_1 , Key_2 , Key_3 , Key_4 , Key_5 , NoKey , NoKey , Key_6 , Key_7 , Key_8 , Key_9 , Key_0 , NoKey } ,
{ Key_Backtick , Key_Q , mouseBtnL , mouseBtnM , mouseBtnR , Key_T , NoKey , NoKey , Key_LCurlyBracket , Key_RCurlyBracket , Key_LSquareBracket , Key_RSquareBracket , Key_P , Key_Equals } ,
{ Key_PageUp , mouseL , mouseUp , mouseDn , mouseR , Key_G , Key_Tab , Key_Return , Key_LArrow , Key_DnArrow , Key_UpArrow , Key_RArrow , Key_Semicolon , Key_Quote } ,
{ Key_PageDn , Key_Z , mouseBtnL , mouseBtnM , mouseBtnR , Key_B , Key_Esc , Key_Return , Key_Pipe , Key_M , Key_Comma , Key_Period , Key_Backslash , Key_Minus } ,
{ Key_LGUI , Key_Backspace , Key_LShift , Key_LCtrl , NextKeymap , NoKey , NoKey , NoKey , NoKey , NextKeymap , Key_RCtrl , Key_RShift , Key_Space , Key_RAlt }
}
} ;
void release_keys_not_being_pressed ( ) {
void release_keys_not_being_pressed ( )
{
// we use charsReportedLastTime to figure out what we might not be holding anymore and can now release. this is destructive to charsReportedLastTime
// we use charsReportedLastTime to figure out what we might not be holding anymore and can now release. this is destructive to charsReportedLastTime
for ( int i = 0 ; i < KEYS_HELD_BUFFER ; i + + ) {
// for each key we were holding as of the end of the last cycle
// see if we're still holding it
// if we're not, call an explicit Release
for ( int i = 0 ; i < KEYS_HELD_BUFFER ; i + + ) {
// for each key we were holding as of the end of the last cycle
// see if we're still holding it
// if we're not, call an explicit Release
if ( charsReportedLastTime [ i ] ! = 0x00 ) {
// if there _was_ a character in this slot, go check the
// currently held characters
for ( int j = 0 ; j < KEYS_HELD_BUFFER ; j + + ) {
if ( charsReportedLastTime [ i ] = = charsBeingReported [ j ] ) {
// if's still held, we don't need to do anything.
charsReportedLastTime [ i ] = 0x00 ;
break ;
}
}
if ( charsReportedLastTime [ i ] ! = 0x00 ) {
// if there _was_ a character in this slot, go check the
// currently held characters
for ( int j = 0 ; j < KEYS_HELD_BUFFER ; j + + ) {
if ( charsReportedLastTime [ i ] = = charsBeingReported [ j ] ) {
// if's still held, we don't need to do anything.
charsReportedLastTime [ i ] = 0x00 ;
break ;
}
}
}
}
}
for ( int i = 0 ; i < KEYS_HELD_BUFFER ; i + + ) {
if ( charsReportedLastTime [ i ] ! = 0x00 ) {
Keyboard . release ( charsReportedLastTime [ i ] ) ;
for ( int i = 0 ; i < KEYS_HELD_BUFFER ; i + + ) {
if ( charsReportedLastTime [ i ] ! = 0x00 ) {
Keyboard . release ( charsReportedLastTime [ i ] ) ;
}
}
}
}
void record_key_being_pressed ( byte character ) {
for ( int i = 0 ; i < KEYS_HELD_BUFFER ; i + + ) {
// todo - deal with overflowing the 12 key buffer here
if ( charsBeingReported [ i ] = = 0x00 ) {
charsBeingReported [ i ] = character ;
break ;
void record_key_being_pressed ( byte character )
{
for ( int i = 0 ; i < KEYS_HELD_BUFFER ; i + + ) {
// todo - deal with overflowing the 12 key buffer here
if ( charsBeingReported [ i ] = = 0x00 ) {
charsBeingReported [ i ] = character ;
break ;
}
}
}
}
boolean key_was_pressed ( byte keyState ) {
if ( byte ( ( keyState > > 4 ) ) ^ B00001111 ) {
return false ;
}
else {
return true ;
}
boolean key_was_pressed ( byte keyState )
{
if ( byte ( ( keyState > > 4 ) ) ^ B00001111 ) {
return false ;
} else {
return true ;
}
}
boolean key_was_not_pressed ( byte keyState ) {
if ( byte ( ( keyState > > 4 ) ) ^ B00000000 ) {
return false ;
}
else {
return true ;
}
boolean key_was_not_pressed ( byte keyState )
{
if ( byte ( ( keyState > > 4 ) ) ^ B00000000 ) {
return false ;
} else {
return true ;
}
}
boolean key_is_pressed ( byte keyState ) {
boolean key_is_pressed ( byte keyState )
{
if ( byte ( ( keyState < < 4 ) ) ^ B11110000 ) {
return false ;
}
else {
return true ;
}
if ( byte ( ( keyState < < 4 ) ) ^ B11110000 ) {
return false ;
} else {
return true ;
}
}
boolean key_is_not_pressed ( byte keyState ) {
if ( byte ( ( keyState < < 4 ) ) ^ B00000000 ) {
return false ;
}
else {
return true ;
}
boolean key_is_not_pressed ( byte keyState )
{
if ( byte ( ( keyState < < 4 ) ) ^ B00000000 ) {
return false ;
} else {
return true ;
}
}
boolean key_toggled_on( byte keyState ) {
if ( key_is_pressed ( keyState ) & & key_was_not_pressed ( keyState ) ) {
return true ;
}
else {
return false ;
}
boolean key_toggled_on( byte keyState )
{
if ( key_is_pressed ( keyState ) & & key_was_not_pressed ( keyState ) ) {
return true ;
} else {
return false ;
}
}
boolean key_toggled_off( byte keyState ) {
if ( key_was_pressed ( keyState ) & & key_is_not_pressed ( keyState ) ) {
return true ;
}
else {
return false ;
}
boolean key_toggled_off( byte keyState )
{
if ( key_was_pressed ( keyState ) & & key_is_not_pressed ( keyState ) ) {
return true ;
} else {
return false ;
}
}
void reset_matrix ( ) {
for ( int col = 0 ; col < COLS ; col + + ) {
for ( int row = 0 ; row < ROWS ; row + + ) {
matrixState [ row ] [ col ] < < = 1 ;
void reset_matrix ( )
{
for ( int col = 0 ; col < COLS ; col + + ) {
for ( int row = 0 ; row < ROWS ; row + + ) {
matrixState [ row ] [ col ] < < = 1 ;
}
}
for ( int i = 0 ; i < KEYS_HELD_BUFFER ; i + + ) {
charsReportedLastTime [ i ] = charsBeingReported [ i ] ;
charsBeingReported [ i ] = 0x00 ;
}
}
for ( int i = 0 ; i < KEYS_HELD_BUFFER ; i + + ) {
charsReportedLastTime [ i ] = charsBeingReported [ i ] ;
charsBeingReported [ i ] = 0x00 ;
}
}
double mouse_accel ( double cycles ) {
double accel = atan ( ( cycles / 25 ) - 5 ) ;
accel + = 1.5707963267944 ; // we want the whole s curve, not just the bit that's usually above the x and y axes;
accel = accel * 0.85 ;
if ( accel < 0.25 ) {
accel = 0.25 ;
}
return accel ;
double mouse_accel ( double cycles )
{
double accel = atan ( ( cycles / 25 ) - 5 ) ;
accel + = 1.5707963267944 ; // we want the whole s curve, not just the bit that's usually above the x and y axes;
accel = accel * 0.85 ;
if ( accel < 0.25 ) {
accel = 0.25 ;
}
return accel ;
}
void send_key_events ( int layer ) {
//for every newly pressed button, figure out what logical key it is and send a key down event
// for every newly released button, figure out what logical key it is and send a key up event
void send_key_events ( int layer )
{
//for every newly pressed button, figure out what logical key it is and send a key down event
// for every newly released button, figure out what logical key it is and send a key up event
// TODO:switch to sending raw HID packets
// TODO:switch to sending raw HID packets
bool mouseActiveThisCycle = false ;
int x = 0 ;
int y = 0 ;
bool mouseActiveThisCycle = false ;
int x = 0 ;
int y = 0 ;
for ( int row = 0 ; row < ROWS ; row + + ) {
for ( int row = 0 ; row < ROWS ; row + + ) {
for ( int col = 0 ; col < COLS ; col + + ) {
byte switchState = matrixState [ row ] [ col ] ;
Key mappedKey = keymaps [ layer ] [ row ] [ col ] ;
if ( mappedKey . flags & MOUSE_KEY ) {
if ( key_is_pressed ( switchState ) ) {
mouseActiveThisCycle = true ;
if ( mappedKey . rawKey & MOUSE_UP ) {
y - = 1 ;
}
if ( mappedKey . rawKey & MOUSE_DN ) {
y + = 1 ;
}
if ( mappedKey . rawKey & MOUSE_L ) {
x - = 1 ;
}
if ( mappedKey . rawKey & MOUSE_R ) {
x + = 1 ;
}
}
} else if ( mappedKey . flags & SYNTHETIC_KEY ) {
if ( mappedKey . rawKey = = KEY_MOUSE_BTN_L | | mappedKey . rawKey = = KEY_MOUSE_BTN_M | | mappedKey . rawKey = = KEY_MOUSE_BTN_R ) {
if ( key_toggled_on ( switchState ) ) {
Mouse . press ( mappedKey . rawKey ) ;
} else if ( key_is_pressed ( switchState ) ) {
} else if ( Mouse . isPressed ( mappedKey . rawKey ) ) {
Mouse . release ( mappedKey . rawKey ) ;
}
}
} else {
if ( key_is_pressed ( switchState ) ) {
record_key_being_pressed ( mappedKey . rawKey ) ;
if ( key_toggled_on ( switchState ) ) {
Keyboard . press ( mappedKey . rawKey ) ;
}
for ( int col = 0 ; col < COLS ; col + + ) {
byte switchState = matrixState [ row ] [ col ] ;
Key mappedKey = keymaps [ layer ] [ row ] [ col ] ;
if ( mappedKey . flags & MOUSE_KEY ) {
if ( key_is_pressed ( switchState ) ) {
mouseActiveThisCycle = true ;
if ( mappedKey . rawKey & MOUSE_UP ) {
y - = 1 ;
}
if ( mappedKey . rawKey & MOUSE_DN ) {
y + = 1 ;
}
if ( mappedKey . rawKey & MOUSE_L ) {
x - = 1 ;
}
if ( mappedKey . rawKey & MOUSE_R ) {
x + = 1 ;
}
}
} else if ( mappedKey . flags & SYNTHETIC_KEY ) {
if ( mappedKey . rawKey = = KEY_MOUSE_BTN_L | | mappedKey . rawKey = = KEY_MOUSE_BTN_M | | mappedKey . rawKey = = KEY_MOUSE_BTN_R ) {
if ( key_toggled_on ( switchState ) ) {
Mouse . press ( mappedKey . rawKey ) ;
} else if ( key_is_pressed ( switchState ) ) {
} else if ( Mouse . isPressed ( mappedKey . rawKey ) ) {
Mouse . release ( mappedKey . rawKey ) ;
}
}
} else {
if ( key_is_pressed ( switchState ) ) {
record_key_being_pressed ( mappedKey . rawKey ) ;
if ( key_toggled_on ( switchState ) ) {
Keyboard . press ( mappedKey . rawKey ) ;
}
} else if ( key_toggled_off ( switchState ) ) {
Keyboard . release ( mappedKey . rawKey ) ;
}
}
}
else if ( key_toggled_off ( switchState ) ) {
Keyboard . release ( mappedKey . rawKey ) ;
}
}
}
}
if ( mouseActiveThisCycle ) {
mouseActiveForCycles + + ;
double accel = ( double ) mouse_accel ( mouseActiveForCycles ) ;
float moveX = 0 ;
float moveY = 0 ;
if ( x > 0 ) {
moveX = ( x * accel ) + carriedOverX ;
carriedOverX = moveX - floor ( moveX ) ;
}
else if ( x < 0 ) {
moveX = ( x * accel ) - carriedOverX ;
carriedOverX = ceil ( moveX ) - moveX ;
}
if ( mouseActiveThisCycle ) {
mouseActiveForCycles + + ;
double accel = ( double ) mouse_accel ( mouseActiveForCycles ) ;
float moveX = 0 ;
float moveY = 0 ;
if ( x > 0 ) {
moveX = ( x * accel ) + carriedOverX ;
carriedOverX = moveX - floor ( moveX ) ;
} else if ( x < 0 ) {
moveX = ( x * accel ) - carriedOverX ;
carriedOverX = ceil ( moveX ) - moveX ;
}
if ( y > 0 ) {
moveY = ( y * accel ) + carriedOverY ;
carriedOverY = moveY - floor ( moveY ) ;
} else if ( y < 0 ) {
moveY = ( y * accel ) - carriedOverY ;
carriedOverY = ceil ( moveY ) - moveY ;
if ( y > 0 ) {
moveY = ( y * accel ) + carriedOverY ;
carriedOverY = moveY - floor ( moveY ) ;
} else if ( y < 0 ) {
moveY = ( y * accel ) - carriedOverY ;
carriedOverY = ceil ( moveY ) - moveY ;
}
Serial . println ( ) ;
Serial . print ( " cycles: " ) ;
Serial . println ( mouseActiveForCycles ) ;
Serial . print ( " Accel: " ) ;
Serial . print ( accel ) ;
Serial . print ( " moveX is " ) ;
Serial . print ( moveX ) ;
Serial . print ( " moveY is " ) ;
Serial . print ( moveY ) ;
Serial . print ( " carriedoverx is " ) ;
Serial . print ( carriedOverX ) ;
Serial . print ( " carriedOverY is " ) ;
Serial . println ( carriedOverY ) ;
Mouse . move ( moveX , moveY , 0 ) ;
} else {
mouseActiveForCycles = 0 ;
}
Serial . println ( ) ;
Serial . print ( " cycles: " ) ;
Serial . println ( mouseActiveForCycles ) ;
Serial . print ( " Accel: " ) ;
Serial . print ( accel ) ; Serial . print ( " moveX is " ) ; Serial . print ( moveX ) ; Serial . print ( " moveY is " ) ; Serial . print ( moveY ) ; Serial . print ( " carriedoverx is " ) ; Serial . print ( carriedOverX ) ; Serial . print ( " carriedOverY is " ) ; Serial . println ( carriedOverY ) ;
Mouse . move ( moveX , moveY , 0 ) ;
} else {
mouseActiveForCycles = 0 ;
}
release_keys_not_being_pressed ( ) ;
release_keys_not_being_pressed ( ) ;
}
void setup_matrix ( ) {
//set up the row pins as outputs
for ( int row = 0 ; row < ROWS ; row + + ) {
pinMode ( rowPins [ row ] , OUTPUT ) ;
digitalWrite ( rowPins [ row ] , HIGH ) ;
}
void setup_matrix ( )
{
//set up the row pins as outputs
for ( int row = 0 ; row < ROWS ; row + + ) {
pinMode ( rowPins [ row ] , OUTPUT ) ;
digitalWrite ( rowPins [ row ] , HIGH ) ;
}
for ( int col = 0 ; col < COLS ; col + + ) {
pinMode ( colPins [ col ] , INPUT ) ;
digitalWrite ( colPins [ col ] , HIGH ) ;
//drive em high by default s it seems to be more reliable than driving em low
for ( int col = 0 ; col < COLS ; col + + ) {
pinMode ( colPins [ col ] , INPUT ) ;
digitalWrite ( colPins [ col ] , HIGH ) ;
//drive em high by default s it seems to be more reliable than driving em low
}
//blank out the matrix.
for ( int col = 0 ; col < COLS ; col + + ) {
for ( int row = 0 ; row < ROWS ; row + + ) {
matrixState [ row ] [ col ] = 0 ;
}
}
//blank out the matrix.
for ( int col = 0 ; col < COLS ; col + + ) {
for ( int row = 0 ; row < ROWS ; row + + ) {
matrixState [ row ] [ col ] = 0 ;
}
}
}
void scan_matrix ( ) {
void scan_matrix ( )
{
int active_layer = current_layer ;
int active_layer = current_layer ;
//scan the Keyboard matrix looking for connections
for ( int row = 0 ; row < ROWS ; row + + ) {
digitalWrite ( rowPins [ row ] , LOW ) ;
for ( int col = 0 ; col < COLS ; col + + ) {
//If we see an electrical connection on I->J,
//scan the Keyboard matrix looking for connections
for ( int row = 0 ; row < ROWS ; row + + ) {
digitalWrite ( rowPins [ row ] , LOW ) ;
for ( int col = 0 ; col < COLS ; col + + ) {
//If we see an electrical connection on I->J,
if ( digitalRead ( colPins [ col ] ) ) {
matrixState [ row ] [ col ] | = 0 ; // noop. just here for clarity
}
else {
matrixState [ row ] [ col ] | = 1 ; // noop. just here for clarity
}
// while we're inspecting the electrical matrix, we look
// to see if the Key being held is a firmware level
// metakey, so we can act on it, lest we only discover
// that we should be looking at a seconary Keymap halfway through the matrix scan
if ( digitalRead ( colPins [ col ] ) ) {
matrixState [ row ] [ col ] | = 0 ; // noop. just here for clarity
} else {
matrixState [ row ] [ col ] | = 1 ; // noop. just here for clarity
}
// while we're inspecting the electrical matrix, we look
// to see if the Key being held is a firmware level
// metakey, so we can act on it, lest we only discover
// that we should be looking at a seconary Keymap halfway through the matrix scan
if ( ! ( keymaps [ active_layer ] [ row ] [ col ] . flags ^ ( MOMENTARY | SWITCH_TO_LAYER ) ) ) { // this logic sucks. there is a better way TODO this
if ( ! ( keymaps [ active_layer ] [ row ] [ col ] . flags ^ ( MOMENTARY | SWITCH_TO_LAYER ) ) ) { // this logic sucks. there is a better way TODO this
if ( key_is_pressed ( matrixState [ row ] [ col ] ) ) {
active_layer = keymaps [ current_layer ] [ row ] [ col ] . rawKey ;
if ( key_is_pressed ( matrixState [ row ] [ col ] ) ) {
active_layer = keymaps [ current_layer ] [ row ] [ col ] . rawKey ;
}
}
}
}
digitalWrite ( rowPins [ row ] , HIGH ) ;
}
digitalWrite ( rowPins [ row ] , HIGH ) ;
}
send_key_events ( active_layer ) ;
send_key_events ( active_layer ) ;
}
void report_matrix ( ) {
if ( reporting_counter + + % 100 = = 0 ) {
for ( int row = 0 ; row < ROWS ; row + + ) {
for ( int col = 0 ; col < COLS ; col + + ) {
Serial . print ( matrixState [ row ] [ col ] , HEX ) ;
Serial . print ( " , " ) ;
void report_matrix ( )
{
if ( reporting_counter + + % 100 = = 0 ) {
for ( int row = 0 ; row < ROWS ; row + + ) {
for ( int col = 0 ; col < COLS ; col + + ) {
Serial . print ( matrixState [ row ] [ col ] , HEX ) ;
Serial . print ( " , " ) ;
}
Serial . println ( " " ) ;
}
Serial . println ( " " ) ;
}
Serial . println ( " " ) ;
}
Serial . println ( " " ) ;
}
}
void report ( int row , int col , boolean value ) {
Serial . print ( " Detected a change on " ) ;
Serial . print ( col ) ;
Serial . print ( " " ) ;
Serial . print ( row ) ;
Serial . print ( " to " ) ;
Serial . print ( value ) ;
Serial . println ( " . " ) ;
void report ( int row , int col , boolean value )
{
Serial . print ( " Detected a change on " ) ;
Serial . print ( col ) ;
Serial . print ( " " ) ;
Serial . print ( row ) ;
Serial . print ( " to " ) ;
Serial . print ( value ) ;
Serial . println ( " . " ) ;
}
void setup ( ) {
Keyboard . begin ( ) ;
Mouse . begin ( ) ;
Serial . begin ( 115200 ) ;
setup_matrix ( ) ;
void setup ( )
{
Keyboard . begin ( ) ;
Mouse . begin ( ) ;
Serial . begin ( 115200 ) ;
setup_matrix ( ) ;
}
void loop ( ) {
scan_matrix ( ) ;
// report_matrix();
reset_matrix ( ) ;
void loop ( )
{
scan_matrix ( ) ;
// report_matrix();
reset_matrix ( ) ;
}