With this redesign, we introduce a new way to create plugins, which is easier to
extend with new hook points, provides a better interface, uses less memory, less
program space, and is a tiny bit faster too.
It all begins with `kaleidoscope::Plugin` being the base class, which provides
the hook methods plugins can implement. Plugins should be declared with
`KALEIDOSCOPE_INIT_PLUGINS` instead of `Kaleidoscope.use()`. Behind this macro
is a bit of magic (see the in-code documentation) that allows us to unroll the
hook method calls, avoid vtables, and so on. It creates an override for
`kaleidoscope::Hooks::*` methods, each of which will call the respective methods
of each initialized plugin.
With the new API come new names: all of the methods plugins can implement
received new, more descriptive names that all follow a similar pattern.
The old (dubbed V1) API still remains in place, although deprecated. One can
turn it off by setting the `KALEIDOSCOPE_ENABLE_V1_PLUGIN_API` define to zero,
while compiling the firmware.
This work is based on #276, written by @noseglasses. @obra and @algernon did
some cleaning up and applied a little naming treatment.
Signed-off-by: noseglasses <shinynoseglasses@gmail.com>
Signed-off-by: Jesse Vincent <jesse@keyboard.io>
Signed-off-by: Gergely Nagy <algernon@keyboard.io>
This commit includes the resetMap method which is used to start the heatmap from 0. I also use it as a workaround for my map starting up with an "infinitely hot" key
This can be used to see the effect of changes on the core firmware alone,
without any plugins or the like.
Signed-off-by: Gergely Nagy <algernon@keyboard.io>
Any event with the `INJECTED` flag set is now ignored. This is necessary because OneShot
now sends events with valid `row` & `col` values when it calls `handleKeyswitchEvent()`,
and we need to make sure those events don't get enqueued in the case of a qukey whose
primary keycode value is a OSM key, followed by a key that is meant to be modified by that
key. Fixes#40.
Use a timeout calculation method that is not affected by overflow, and also
requires 16 bits less.
This likely fixes#8.
Signed-off-by: Gergely Nagy <algernon@keyboard.io>
Ticks depend on the speed of the main loop, and as such, are not a reliable way
to time animations. For this reason, use proper timers instead.
The update delay is set to 40ms, which appears to be a slow, relaxing animation,
and should be roughly in the ballpark the tick-based timing was, before speeding
up the main loop considerably.
Fixes#3.
Signed-off-by: Gergely Nagy <algernon@keyboard.io>
Sometimes one wants a longer timeout, also wants the sticky behaviour on
double-tap, but would like to use a shorter timeout for the sticky behaviour.
The new `double_tap_timeout` property accomplishes just this.
Defaults to using `time_out`, for backwards compatibility.
Fixes#30.
Signed-off-by: Gergely Nagy <algernon@keyboard.io>
When we activate a OneShot key, use the coordinates of the (last) physical key
that triggered it. This is done by keeping an array of positions for each
possible OneShot key. While this costs us 16 bytes of RAM and a bit of code, the
benefit is that plugins ordered after OneShot will know where OneShot was
triggered from.
Fixes#13.
Signed-off-by: Gergely Nagy <algernon@keyboard.io>
This warp mode is similar to the navigation provided by some speech
recognition software. A 9-cell grid may provide more precision and
efficiency than the existing 4-cell warp mode. This adds some extra
key definitions to support the additional sectors and enables a user
to switch the grid size:
MouseKeys.setWarpGridSize(MOUSE_WARP_GRID_3X3);
Signed-off-by: Cy Rossignol <cy@rossignols.me>