qmk-keychron-q3-colemak-dh/tmk_core/common/action_layer.c

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#include <stdint.h>
#include "keyboard.h"
#include "action.h"
#include "util.h"
#include "action_layer.h"
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#ifdef DEBUG_ACTION
#include "debug.h"
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#else
#include "nodebug.h"
#endif
/** \brief Default Layer State
*/
uint32_t default_layer_state = 0;
/** \brief Default Layer State Set At Keyboard Level
*
* FIXME: Needs docs
*/
__attribute__((weak))
uint32_t default_layer_state_set_kb(uint32_t state) {
return state;
}
/** \brief Default Layer State Set
*
* FIXME: Needs docs
*/
static void default_layer_state_set(uint32_t state)
{
state = default_layer_state_set_kb(state);
debug("default_layer_state: ");
default_layer_debug(); debug(" to ");
default_layer_state = state;
default_layer_debug(); debug("\n");
clear_keyboard_but_mods(); // To avoid stuck keys
}
/** \brief Default Layer Print
*
* FIXME: Needs docs
*/
void default_layer_debug(void)
{
dprintf("%08lX(%u)", default_layer_state, biton32(default_layer_state));
}
/** \brief Default Layer Set
*
* FIXME: Needs docs
*/
void default_layer_set(uint32_t state)
{
default_layer_state_set(state);
}
#ifndef NO_ACTION_LAYER
/** \brief Default Layer Or
*
* FIXME: Needs docs
*/
void default_layer_or(uint32_t state)
{
default_layer_state_set(default_layer_state | state);
}
/** \brief Default Layer And
*
* FIXME: Needs docs
*/
void default_layer_and(uint32_t state)
{
default_layer_state_set(default_layer_state & state);
}
/** \brief Default Layer Xor
*
* FIXME: Needs docs
*/
void default_layer_xor(uint32_t state)
{
default_layer_state_set(default_layer_state ^ state);
}
#endif
#ifndef NO_ACTION_LAYER
/** \brief Keymap Layer State
*/
uint32_t layer_state = 0;
/** \brief Layer state set user
*
* FIXME: Needs docs
*/
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__attribute__((weak))
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uint32_t layer_state_set_user(uint32_t state) {
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return state;
}
/** \brief Layer state set keyboard
*
* FIXME: Needs docs
*/
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__attribute__((weak))
uint32_t layer_state_set_kb(uint32_t state) {
return layer_state_set_user(state);
}
/** \brief Layer state set
*
* FIXME: Needs docs
*/
void layer_state_set(uint32_t state)
{
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state = layer_state_set_kb(state);
dprint("layer_state: ");
layer_debug(); dprint(" to ");
layer_state = state;
layer_debug(); dprintln();
clear_keyboard_but_mods(); // To avoid stuck keys
}
/** \brief Layer clear
*
* FIXME: Needs docs
*/
void layer_clear(void)
{
layer_state_set(0);
}
/** \brief Layer state is
*
* FIXME: Needs docs
*/
bool layer_state_is(uint8_t layer)
{
return layer_state_cmp(layer_state, layer);
}
/** \brief Layer state compare
*
* FIXME: Needs docs
*/
bool layer_state_cmp(uint32_t cmp_layer_state, uint8_t layer) {
if (!cmp_layer_state) { return layer == 0; }
return (cmp_layer_state & (1UL<<layer)) != 0;
}
/** \brief Layer move
*
* FIXME: Needs docs
*/
void layer_move(uint8_t layer)
{
layer_state_set(1UL<<layer);
}
/** \brief Layer on
*
* FIXME: Needs docs
*/
void layer_on(uint8_t layer)
{
layer_state_set(layer_state | (1UL<<layer));
}
/** \brief Layer off
*
* FIXME: Needs docs
*/
void layer_off(uint8_t layer)
{
layer_state_set(layer_state & ~(1UL<<layer));
}
/** \brief Layer invert
*
* FIXME: Needs docs
*/
void layer_invert(uint8_t layer)
{
layer_state_set(layer_state ^ (1UL<<layer));
}
/** \brief Layer or
*
* FIXME: Needs docs
*/
void layer_or(uint32_t state)
{
layer_state_set(layer_state | state);
}
/** \brief Layer and
*
* FIXME: Needs docs
*/
void layer_and(uint32_t state)
{
layer_state_set(layer_state & state);
}
/** \brief Layer xor
*
* FIXME: Needs docs
*/
void layer_xor(uint32_t state)
{
layer_state_set(layer_state ^ state);
}
/** \brief Layer debug printing
*
* FIXME: Needs docs
*/
void layer_debug(void)
{
dprintf("%08lX(%u)", layer_state, biton32(layer_state));
}
#endif
#if !defined(NO_ACTION_LAYER) && defined(PREVENT_STUCK_MODIFIERS)
uint8_t source_layers_cache[(MATRIX_ROWS * MATRIX_COLS + 7) / 8][MAX_LAYER_BITS] = {{0}};
void update_source_layers_cache(keypos_t key, uint8_t layer)
{
const uint8_t key_number = key.col + (key.row * MATRIX_COLS);
const uint8_t storage_row = key_number / 8;
const uint8_t storage_bit = key_number % 8;
for (uint8_t bit_number = 0; bit_number < MAX_LAYER_BITS; bit_number++) {
source_layers_cache[storage_row][bit_number] ^=
(-((layer & (1U << bit_number)) != 0)
^ source_layers_cache[storage_row][bit_number])
& (1U << storage_bit);
}
}
uint8_t read_source_layers_cache(keypos_t key)
{
const uint8_t key_number = key.col + (key.row * MATRIX_COLS);
const uint8_t storage_row = key_number / 8;
const uint8_t storage_bit = key_number % 8;
uint8_t layer = 0;
for (uint8_t bit_number = 0; bit_number < MAX_LAYER_BITS; bit_number++) {
layer |=
((source_layers_cache[storage_row][bit_number]
& (1U << storage_bit)) != 0)
<< bit_number;
}
return layer;
}
#endif
/** \brief Store or get action (FIXME: Needs better summary)
*
* Make sure the action triggered when the key is released is the same
* one as the one triggered on press. It's important for the mod keys
* when the layer is switched after the down event but before the up
* event as they may get stuck otherwise.
*/
action_t store_or_get_action(bool pressed, keypos_t key)
{
#if !defined(NO_ACTION_LAYER) && defined(PREVENT_STUCK_MODIFIERS)
if (disable_action_cache) {
return layer_switch_get_action(key);
}
uint8_t layer;
if (pressed) {
layer = layer_switch_get_layer(key);
update_source_layers_cache(key, layer);
}
else {
layer = read_source_layers_cache(key);
}
return action_for_key(layer, key);
#else
return layer_switch_get_action(key);
#endif
}
/** \brief Layer switch get layer
*
* FIXME: Needs docs
*/
int8_t layer_switch_get_layer(keypos_t key)
{
#ifndef NO_ACTION_LAYER
action_t action;
action.code = ACTION_TRANSPARENT;
uint32_t layers = layer_state | default_layer_state;
/* check top layer first */
for (int8_t i = 31; i >= 0; i--) {
if (layers & (1UL<<i)) {
action = action_for_key(i, key);
if (action.code != ACTION_TRANSPARENT) {
return i;
}
}
}
/* fall back to layer 0 */
return 0;
#else
return biton32(default_layer_state);
#endif
}
/** \brief Layer switch get layer
*
* FIXME: Needs docs
*/
action_t layer_switch_get_action(keypos_t key)
{
return action_for_key(layer_switch_get_layer(key), key);
}