There were a number of issues with the model we had before, namely that plugins
that changed LED colors outside of LED modes had no way to signal "go back to
whatever color this key was". To this end, the `LEDMode.refreshAt` method is
introduced, which these plugins can call to tell the mode to update a given key.
As part of this, the API was redesigned, with code that is common between all
LED modes moving to the base class, among other things, much better names, and a
flow of control that is easier to follow.
In the new setup, there are four methods a LED mode can implement:
- `setup()` to do boot-time initialization (registering hooks, etc).
- `onActivate()` called every time the mode is activated.
- `update()` called each cycle.
- `refreshAt()` may be called by other plugins to refresh a particular key.
All of these are protected methods, to be called via `LEDControl` only.
Much of the new API design was done by @cdisselkoen, huge thanks for his work!
Fixes#9.
Signed-off-by: Gergely Nagy <kaleidoscope@gergo.csillger.hu>
Refactor the momentary layer handling part of `handleKeymapKeyswitchEvent`.
Instead of a bunch of ifs that are increasingly hard to follow, use a switch
based on the target layer, and branch out depending on `keyState` from there.
Makes it easier to follow what happens.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
If we have two keys on our keymap that momentarily go to the same layer (which
is the case for the factory firmware), we hold both, and release one, we want
the layer to remain active still.
To this effect, in `handleKeymapKeyswitchEvent` we will handle the case when a
momentary layer key is pressed, but not toggled on (that is, it is held): if it
is not a next/previous switch, we re-activate the layer if it wasn't on.
This fixes#154, thanks to @ToyKeeper for the report.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
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>
Only update the keymap cache if the layer state changed for real. If we turn a
layer that was already on, on again, we do not need to update. Same for turning
them off.
This results in a tiny speedup if we have code that calls `Layer.on()` or
`Layer.off()` often.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
When we change layers, we want to update the key cache for the whole keyboard,
so that LED modes and other things that depend on all keys being up-to-date will
work as expected.
Do the same at `Kaleidoscope.setup` time, so we start with a good state too.
This fixeskeyboardio/Kaleidoscope-Numlock#7.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
It may happen that we get passed an UNKNOWN_KEYSWITCH_LOCATION, which will
always be out of bounds. Lets not corrupt random memory when in this situation,
but instead, return quickly.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
For some odd reason, initializing it there crashes the firmware early on. Until
I figure out how to fix this, lets default to an implicit false.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Switch from the masking behaviour to repeating the symbol the key had when first
pressed.
This - along with the previous changes - fixes#158.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Instead of storing the layer for each key, store the keycode, so that lookups
are considerably faster (one array lookup instead of two). This saves us almost
a full millisecond per scan cycle. Furthermore, inline `Layer_.lookup`, saving
us even more time.
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>
Since we have a nice keydata_t union, use that, to convey it even more clearly
that we are mimicking the hand states in a way.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
By not using 32-bit ints, we already saved a noticeable amount of space. If we
follow the `*HandState` bit layout more closely, we can shave off some more
bytes too.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Dealing with 32-bit numbers on Atmega32u4 is very costy, so lets try to avoid
that, and use four 8-bit uints instead. This save us about a hundred bytes of
progmem.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>