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@ -6,7 +6,6 @@ static uint32_t LayerState;
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uint8_t Layer_::highestLayer;
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uint8_t Layer_::highestLayer;
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Key Layer_::keyMap[ROWS][COLS];
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Key Layer_::keyMap[ROWS][COLS];
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Key(*Layer_::getKey)(uint8_t layer, byte row, byte col) = Layer.getKeyFromPROGMEM;
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Key(*Layer_::getKey)(uint8_t layer, byte row, byte col) = Layer.getKeyFromPROGMEM;
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bool Layer_::repeat_first_press;
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static void handleKeymapKeyswitchEvent(Key keymapEntry, uint8_t keyState) {
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static void handleKeymapKeyswitchEvent(Key keymapEntry, uint8_t keyState) {
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if (keymapEntry.keyCode >= MOMENTARY_OFFSET) {
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if (keymapEntry.keyCode >= MOMENTARY_OFFSET) {
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@ -29,24 +28,6 @@ static void handleKeymapKeyswitchEvent(Key keymapEntry, uint8_t keyState) {
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} else {
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} else {
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Layer.off(target);
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Layer.off(target);
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}
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}
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/*
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* When toggling a layer off, we mask all keys still held. Masked keys
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* will be ignored until released and pressed again (see
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* `handleKeyswitchEvent` in key_events.cpp).
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*
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* We do this because when holding a momentary layer switch key, then
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* pressing and holding some others, they will fire as keys on the
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* momentary layer. But if we release the momentary layer switch key
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* before releasing the others, they will continue firing, but from
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* another layer. When typing fast, it may easily happen that we end up in
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* a situation where the layer key releases first (in the same scan cycle,
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* but handled first), and it will emit a key from the wrong layer. So we
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* ignore held keys after releasing a layer key, until they are pressed
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* again, to avoid the aforementioned issue.
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*/
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if (!Layer.repeat_first_press)
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KeyboardHardware.maskHeldKeys();
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}
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}
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// switch keymap and stay there
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// switch keymap and stay there
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