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