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107 lines
3.9 KiB
107 lines
3.9 KiB
# Kaleidoscope-Cycle
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![status][st:stable] [![Build Status][travis:image]][travis:status]
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[travis:image]: https://travis-ci.org/keyboardio/Kaleidoscope-Cycle.svg?branch=master
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[travis:status]: https://travis-ci.org/keyboardio/Kaleidoscope-Cycle
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[st:stable]: https://img.shields.io/badge/stable-✔-black.png?style=flat&colorA=44cc11&colorB=494e52
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[st:broken]: https://img.shields.io/badge/broken-X-black.png?style=flat&colorA=e05d44&colorB=494e52
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[st:experimental]: https://img.shields.io/badge/experimental----black.png?style=flat&colorA=dfb317&colorB=494e52
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If you ever wanted a key that works like keys on old cell phones, when you press
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a key and it cycles through a number of options in a sequence, then the cycling
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key is what you are looking for. It is a bit different than on cell phones of
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old, as it is a separate key, that works in combination of other keys: you press
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a key, then the cycle key, and the cycle key will replace the previously input
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symbol with another. Keep tapping the cycle key, and it will replace symbols
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with new ones, in a loop.
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## Using the plugin
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To use the plugin, we need to include the header, and declare the behaviour
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used. Then, we need to place a cycle key or two on the keymap. And finally, we
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need to implement the [`cycleAction`][cycleaction] function that gets called
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each time the cycling key triggers.
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[cycleaction]: #cycleactionpreviouskey-cyclecount
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```c++
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#include <Kaleidoscope-Cycle.h>
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// Somewhere in the keymap:
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Key_Cycle
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// later in the Sketch:
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void cycleAction (Key previousKey, uint8_t cycleCount) {
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if (previousKey.raw == Key_A.raw) {
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cycleThrough (Key_B, Key_C, Key_D);
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}
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}
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void setup (void) {
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Kaleidoscope.setup (KEYMAP_SIZE);
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Kaleidoscope.use (&Cycle, NULL);
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}
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```
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## Keymap markup
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### `Key_Cycle`
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> The key code for the cycle key. There can be as many of this on the keymap, as
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> many one wants, but they all behave the same. There is little point in having
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> more than one on each side.
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## Plugin methods
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The plugin provides a `Cycle` object, but to implement the actions, we need to
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define a function ([`cycleAction`][cycleaction]) outside of the object. A
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handler, of sorts. The object also provides a helper method to replace the
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previous symbol with another. The plugin also provides one macro that is
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particularly useful, and in most cases, should be used over the `.replace()`
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method explained below.
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### `cycleThrough(keys...)`
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> Cycles through all the possibilities given in `keys` (starting from the
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> beginning once it reached the end). This should be used from
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> the [`cycleAction`][cycleaction] function, once it is determined what sequence
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> to cycle through.
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>
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> To make the cycling loop complete, the first element of the `keys` list should
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> be the one that - when followed by the Cycle key - triggers the action.
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### `.replace(key)`
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> Deletes the previous symbol (by sending a `Backspace`), and inputs the new
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> one. This is used by `cycleThrough()` above, behind the scenes.
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>
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> The recommended method is to use the macro, but in special circumstances, this
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> function can be of direct use as well.
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## Overrideable methods
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### `cycleAction(previousKey, cycleCount)`
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> The heart and soul of the plugin, that must be defined in the Sketch. It will
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> be called whenever the cycling key triggers, and the two arguments are the
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> last key pressed (not counting repeated taps of the cycling key itself), and
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> the number of times the cycling key has been pressed.
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>
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> It is up to us to decide what to do, and when. But the most common - and
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> expected - action is to call `cycleThrough()` with a different sequence for
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> each key we want to use together with the cycling key.
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## Dependencies
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* [Kaleidoscope-Ranges](https://github.com/keyboardio/Kaleidoscope-Ranges)
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## Further reading
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Starting from the [example][plugin:example] is the recommended way of getting
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started with the plugin.
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[plugin:example]: https://github.com/keyboardio/Kaleidoscope-Cycle/blob/master/examples/Cycle/Cycle.ino
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