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 we hold the OSL key, we do not need to mask out interruptors, because they
are not going to interrupt. As such, flip the `should_mask_on_interrupt_` bit on
OSL key release.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
As the enum is already namespaced, there is no need to include the
`KALEIDOSCOPE_` prefix in the first & safe start values. Do keep the prefixed
variant too, for the sake of backward compatibility.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
To make it easier to type a set of strings, apply some template magic to the
`Macros.type()` method. The same trick that is used in `Kaleidoscope.use()`.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Instead of computing the one-shot index when it is needed, compute it once at
the beginning. Even if we don't use it, we still save a few bytes by not
computing it in two branches.
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>
The goal is to have one-shot modified symbols repeat (without modifier) when
held, but mask out one-shot layer interrupting keys, similar to how momentary
layers are masked out.
This fixes#11.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Most of this came from replacing rand().
The rest mostly came from smaller height field calculation logic.
Also some other small changes which don't seem to make much difference visually.
We do not need to check if the key we received is masked - the core event
handler does that for us, and we won't even see masked keys. This saves us a few
bytes of code.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
The `SCANBIT` macro was not using `row` and `col` properly: if either was
anything else than a number (such as `col - 8`), the macro did not expand them
correctly, preserving operator precedence. As such, the right-hand side SCANBITs
were broken when used with masking, because the masking code uses `SCANBIT(row,
col - 8)`, and the `(7 - col)` part would expand to `(7 - col - 8)` which is
very different than `(7 - (col - 8))`.
This patch addresses the issue.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Before this commit, any SolidColor effects would appear in the LEDMode rotation twice (e.g. in the stock Model01-Firmware). They would be added to the rotation both on construction and in Kaleidoscope.use(). This removes the duplication, and makes SolidColor effects behave similarly to other effects.
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>
When holding a one-shot key and tapping another that would cancel the one-shot
effect, when we release the one-shot key within `hold_time_out`, do not start
the oneshot effect.
This is done by only clearing the `should_cancel_` flag in `loopHook` when
cancellation did happen. If we clear anyway, then the flag set by the
interrupting keypress will be lost by the time we release the one-shot key.
Reported by @ToyKeeper, thanks a lot for the detailed explanation!
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Now that we have key masking functionality provided by KeyboardHardware, use
that instead of going with our own.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
When interrupting, we send a report, release all keys, and mask the interrupting
key to avoid issues like sending too many of the interrupting keys. Later on, we
unmask the interrupting key if it has been masked.
This fixes#9, but requires the masking patches to be merged first.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Instead of iterating down from the 32th layer, do so from `max_layers_` instead.
Not only is this more performant, it allows us to have higher layers outside of
Colormap's control.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>