Hardware: Remove duplicated documentation

Methods that originate from the `kaleidoscope::Hardware` base class need not be
documented every time they're being overridden. That leads to duplication, and
higher chance of documentation going stale. As such, remove such cases, and rely
on the base class having plenty of documentation instead.

Signed-off-by: Gergely Nagy <algernon@keyboard.io>
pull/504/head
Gergely Nagy 6 years ago
parent d7df39dffd
commit e95646efd0
No known key found for this signature in database
GPG Key ID: AC1E90BAC433F68F

@ -75,60 +75,17 @@ class ATMegaKeyboard : public kaleidoscope::Hardware {
public:
ATMegaKeyboard(void) {}
// these will be overridden by the subclass
static uint8_t debounce;
void setup(void);
void readMatrix(void);
void actOnMatrixScan();
void scanMatrix();
/**
* Check the number of key switches currently pressed.
*
* @returns the number of keys pressed.
*/
uint8_t pressedKeyswitchCount();
/** Key switch states
*
* These methods offer a way to peek at the key switch states, for those cases
* where we need to deal with the state closest to the hardware. Some methods
* offer a way to check if a key is pressed, others return the number of
* pressed keys.
*/
/**
* Check if a key is pressed at a given position.
*
* @param row is the row the key is located at in the matrix.
* @param col is the column the key is located at in the matrix.
*
* @returns true if the key is pressed, false otherwise.
*/
bool isKeyswitchPressed(uint8_t row, byte col);
/**
* Check if a key is pressed at a given position.
*
* @param keyIndex is the key index, as calculated by `keyIndex`.
*
* @note Key indexes start at 1, not 0!
*
* @returns true if the key is pressed, false otherwise.
*/
bool isKeyswitchPressed(uint8_t keyIndex);
void actOnMatrixScan();
void scanMatrix();
/* Key masking
* -----------
*
* There are situations when one wants to ignore key events for a while, and
* mask them out. These functions help do that. In isolation, they do nothing,
* plugins and the core firmware is expected to make use of these.
*
* See `handleKeyswitchEvent` in the Kaleidoscope sources for a use-case.
*/
void maskKey(byte row, byte col);
void unMaskKey(byte row, byte col);
bool isKeyMasked(byte row, byte col);

@ -61,50 +61,12 @@ class ErgoDox : public kaleidoscope::Hardware {
void actOnMatrixScan(void);
void setup();
/* Key masking
* -----------
*
* There are situations when one wants to ignore key events for a while, and
* mask them out. These functions help do that. In isolation, they do nothing,
* plugins and the core firmware is expected to make use of these.
*
* See `handleKeyswitchEvent` in the Kaleidoscope sources for a use-case.
*/
void maskKey(byte row, byte col);
void unMaskKey(byte row, byte col);
bool isKeyMasked(byte row, byte col);
/** Key switch states
*
* These methods offer a way to peek at the key switch states, for those cases
* where we need to deal with the state closest to the hardware. Some methods
* offer a way to check if a key is pressed, others return the number of
* pressed keys.
*/
/**
* Check if a key is pressed at a given position.
*
* @param row is the row the key is located at in the matrix.
* @param col is the column the key is located at in the matrix.
*
* @returns true if the key is pressed, false otherwise.
*/
bool isKeyswitchPressed(byte row, byte col);
/**
* Check if a key is pressed at a given position.
*
* @param keyIndex is the key index, as calculated by `keyIndex`.
*
* @note Key indexes start at 1, not 0!
*
* @returns true if the key is pressed, false otherwise.
*/
bool isKeyswitchPressed(uint8_t keyIndex);
/**
* Check the number of key switches currently pressed.
*
* @returns the number of keys pressed.
*/
uint8_t pressedKeyswitchCount();
// ErgoDox-specific stuff

@ -63,51 +63,13 @@ class Model01 : public kaleidoscope::Hardware {
void setKeyscanInterval(uint8_t interval);
boolean ledPowerFault(void);
/* Key masking
* -----------
*
* There are situations when one wants to ignore key events for a while, and
* mask them out. These functions help do that. In isolation, they do nothing,
* plugins and the core firmware is expected to make use of these.
*
* See `handleKeyswitchEvent` in the Kaleidoscope sources for a use-case.
*/
void maskKey(byte row, byte col);
void unMaskKey(byte row, byte col);
bool isKeyMasked(byte row, byte col);
void maskHeldKeys(void);
/** Key switch states
*
* These methods offer a way to peek at the key switch states, for those cases
* where we need to deal with the state closest to the hardware. Some methods
* offer a way to check if a key is pressed, others return the number of
* pressed keys.
*/
/**
* Check if a key is pressed at a given position.
*
* @param row is the row the key is located at in the matrix.
* @param col is the column the key is located at in the matrix.
*
* @returns true if the key is pressed, false otherwise.
*/
bool isKeyswitchPressed(byte row, byte col);
/**
* Check if a key is pressed at a given position.
*
* @param keyIndex is the key index, as calculated by `keyIndex`.
*
* @note Key indexes start at 1, not 0!
*
* @returns true if the key is pressed, false otherwise.
*/
bool isKeyswitchPressed(uint8_t keyIndex);
/**
* Check the number of key switches currently pressed.
*
* @returns the number of keys pressed.
*/
uint8_t pressedKeyswitchCount();
keydata_t leftHandState;

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