With the new implementation, there are two lookup functions, because we have two
caches, and different parts of the firmware will want to use either this or
that (or perhaps both, in rare cases).
First of all, we use caches because looking up a key through all the layers
is costy, and the cost increases dramatically the more layers we have.
Then, we have the `effectiveKeymapCache`, because to have layer behaviours
we want, that is, if you hold a key on a layer, release the layer key but
continue holding the other, we want for the layered keycode to continue
repeating. At the same time, we want other keys to not be affected by the
now-turned-off layer. So we update the keycode in the cache on-demand, when
the key is pressed or released. (see the top of `handleKeyswitchEvent`).
On the other hand, we also have plugins that scan the whole keymap, and do
things based on that information, such as highlighting keys that changed
between layers. These need to be able to look at a state of where the
keymap *should* be, not necessarily where it is. The `effectiveKeymapCache`
is not useful here. So we use a `keymapCache` which we update whenever
layers change (see `Layer.on` and `Layer.off`), and it updates the cache to
show how the keymap should look, without the `effectiveKeymapCache`-induced
behaviour.
Thus, if we are curious about what a given key will do, use `lookup`. If we
are curious what the active layer state describes the key as, use
`lookupUncached`.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
This changes how key caching & lookup works: instead of updating the whole key
cache whenever we change the layer state, we update each key before they are
pressed or released. This allows us to have two different ways in which layers
can work:
- Keys still held when releasing the layer key will be masked out until they are
released. (This is the current behaviour)
- Keys held will repeat the keycode they had when they toggled on, even if the
layer key gets released prior to this other key, while other keys will not be
affected.
One can toggle between the two modes by setting
`Kaleidoscope.repeat_first_press` to `true` (second behaviour) or `false` (first
behaviour).
For now, the default behaviour is left unchanged.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
When a masked key is released, instead of unmasking it and returning, unmask it
and let the event through. This fixeskeyboardio/Kaleidoscope-OneShot#10.
Reported-by: Craig Disselkoen
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
The goal is to ignore key events from still-held keys in a situation where we
just turned a layer off. Thus, if one holds a momentary layer key, then presses
and holds another key, releases the layer key, we want to ignore the other held
keys until they are released.
This is accomplished by masking all held keys when a momentary layer has been
turned off, and ignoring all masked key events in `handleKeyswitchEvent` until
they are released, when we unmask them.
This should address #150, but requires
keyboardio/Kaleidoscope-Hardware-Model01#9.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
rather than send key down events for a while before sending a key
release event as we did with the old scheme, this sends the events
paired together as "one shot". This is closer to the spec and what OSX
needs to accept these events
Instead of calling the `.write` method of `ConsumerControl`/`SystemControl`,
which registers the key, sends a report, then unregisters, and reports again,
just `.press` it when the key is pressed, as we did before.
However, since `.press` always sends a report, and so does `.releaseAll`, we
can't have it the same way we do for `Keyboard`. We need to explicitly release
the consumer/system key, when the triggering key is released too. Not doing so
makes the key stuck, as we never release it, and that will upset the operating
system very much.
With this patch, we do an explicit release when the key toggles off, and thus,
we support both holding the key, and allowing the OS to trigger repeat, and, the
key won't be stuck, either!
Fixes#120.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Having the hooks, and the hook methods in the Kaleidoscope object means
we don't have to litter the definitions of the arrays around, and that
the hooks are more tied to the object. We pollute the global namespace
less, and having them in the object means that the hook helper functions
will not be optimized out if not used within the Kaleidoscope repo.
All in all, this saves us about 56 bytes of code, allows us to remove
some hacks, and pulls things that are closely knit, closer together.
While there, also changed the name of the `custom_handler_t` and
`custom_loop_t` types to `eventHandlerHook` and `loopHook` (both under
the `Kaleidoscope_` class), to better reflect what they are for.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Moves the LED control code, along with the built-in effects into the
Keyboardio-LEDControl plugin.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Because we have `raw`, `rawKey` was confusing. Rename it to `keyCode` instead,
which better conveys what the byte is for.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
The layer handling is a core functionality, it should be active at all times,
and should be at the very end, before the default event handler. Otherwise there
may be ordering issues, when a plugin wants to return layer keys from its own
event handler.
This also saves us a couple of bytes of both code and data, as an additional
bonus!
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Instead of returning a bool, to signal whether further processing should be
done, return a Key. Reason being, if we want to replace a key with another, for
subsequent handlers, it is a lot easier if we can modify what gets passed along,
than it is to inject a key, and try to avoid loops and infinite recursion.
Nevertheless, injecting keys is still possible.
This is not immediately useful for the core firmware, but makes it trivially
easy to upgrade keys from their normal behaviour to something special: for
example, a one-shot handler can auto-promote modifiers to one-shot, simply by
scheduling a promoter handler before the real one.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Instead of having a primary and a temporary layer, store the state of at
most 32 layers in a bitfield. These can be individually turned on and
off, and key lookup starts from the top, and goes downwards until the
default layer to find a non-transparent key.
This allows one to reuse a partially transparent layer: set the default,
and the transparent parts will be reused. The numpad layer was updated
accordingly.
Having an interface to the layer switching things also makes it easier
to build other behaviour on top of these.
As part of the rework, layer handling was moved to a separate file, and into its
own, full-blown handler. Furthermore, we now use a single bit for all keymap
events.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Instead of registering the default handler late, always call it at the end if no
other handler took care of the event. This makes it less of an issue to order
`Keyboardio.use()` and `Keyboardio.setup()`.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Introduces the RESERVED bit, a bit reserved for plugins. If it is set, the core
handlers will not handle the event.
Also rearranges the SYNTHETIC bits, to make slightly more sense. In practice,
this means that LED_TOGGLE was promoted to a flag bit, under IS_INTERNAL.
The handler that deals with synthetic events was updated to look at the flag
bits in an order that does not cause confusion, and preparations were also made
to turn it into an independent handler on its own (but that step has not been
taken yet).
This is just groundwork to clean things up, and make the event flow easier to
follow.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Since macros and other injected keys do not clear the report, we need a way to
release keys. The new `release_key` function does just that, similar to how
`press_key` does it for key presses. It is called by the default event handler
when the `keyState` toggles off, and has the `INJECTED` bit set.
The reason behind this is that keys that will need this special treatment will
always be injected keys. And those injected keys that do not need this
treatment, can be handled by an event handler prior to the default.
This should fix the macros not releasing keys issue.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Instead of hardcoding the macro actions into the core firmware, use a
`macroAction` function that is marked weak. This makes it possible to override
the function from Sketches, and implement the handlers there.
While there, also made sure that the `macroAction` is always called, with
`keyState` argument appropriately set. With this, macro actions can trigger on
keyup, or while held, or anytime the implementor wants, not just on keypress.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Instead of having a previousState and a currentState, of which at most
two bits are used, use a single byte. This saves us a lot of code space,
and makes a number of things easier, too.
The helpers were redone as macros, since they are just bit checks now.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Instead of abusing `Key_NoKey`, use the new `INJECTED` flag in
`handle_key_event` and `handle_key_event_default` to check if the event
is an original, or an injected one.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
The primary reason for the move is to be able to disable mouse keys
completely, and not even compile them in. For this to work, it needs to
be in a separate library, otherwise it will always be included, even if
not active.
So, this patch turns mouse-keys into a simple plugin, included with the
core firmware! This makes the default event handler a bit simpler, the
code marginally smaller, and the feature completely optional.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Do the mappedKey lookup earlier, in handle_key_event, so that if any of
our handlers need to look at the mapped key, they do not have to look it
up themselves. This simplifies plugged hooks considerably, as they can
always assume that the mapped key they receive is correct. They still
receive enough information to do the lookup themselves, though, if they
ever need that.
Additionally, in handle_key_event_default, baseKey is only looked up if
mappedKey was NoKey. This is so that hooks can defer to this function,
via handle_key_event, setting their own mappedKey, without having to
worry about setting a row/col that would map to a special key on the
base layer.
Fixes#39.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
To make replacing work sanely, we first NULL out both the eventHandlers
and loopHooks arrays in the Keyboardio_ constructor. This allows the
replace functions to just run through the whole array, and either see
hook pointers there, or NULL. So they don't need to be afraid of garbage
being there.
This makes the replacing very easy: run through the array, and replace
the first occurrence of the old hook with the new. This further
simplifies addition: the old hook we pass in, will be NULL. If we run
out of space, it silently fails, like before.
Replacing hooks is important for cases where one wants to build features
that can be toggled off, or their behaviour otherwise changed at
run-time. In this case, the most efficent way is to replace the hook,
which is what these new helpers allow us to do.
This closes#36.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
There are scenarios where one would want to inject a keycode into the
event handler chain, restart the processing from scratch, but with a
keycode different than what the lookup would normally yield. For
example, with one-shot modifiers, a feature one may wish is to be able
to turn the one-shotness off, and have them act as normal modifiers.
This is easily done, if we can remove the one-shot markup, and let the
event handler process the resulting code as-is.
This makes that possible: in a custom event handler, just call
handle_key_event() with the first argument set to the desired code, and
the rest left unchanged. This makes it possible to inject events: not
just register keycodes with the HID, but inject synthetic events,
something much more powerful.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
This moves the layouts to the sketch directory, so that other sketches
can easily use a different keymap. In the process, not much had to be
changed, and a number of things still remain in the core that assume the
default keymap (such as the NUMPAD_KEYMAP thing in LEDControl.cpp), but
this is a first step.
The downside is that the keymap is no longer static, because that would
conflict with the extern declaration, and the NUMPAD_KEYMAP is a byte,
instead of a compile-time define.
Alltogether, the difference is small enough to be acceptable.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Having the default handler in the list by default prevents other things
to hook up before it. Add it in Keyboardio_::setup instead, so that
others have a chance to add themselves first.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>