qmk-keychron-q3-colemak-dh/quantum/process_keycode/process_music.c

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Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
2016-06-29 23:49:41 +02:00
#include "process_music.h"
bool music_activated = false;
2016-12-12 22:06:41 +01:00
uint8_t music_starting_note = 0x0C;
int music_offset = 7;
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
2016-06-29 23:49:41 +02:00
// music sequencer
static bool music_sequence_recording = false;
static bool music_sequence_recorded = false;
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
2016-06-29 23:49:41 +02:00
static bool music_sequence_playing = false;
static float music_sequence[16] = {0};
static uint8_t music_sequence_count = 0;
static uint8_t music_sequence_position = 0;
static uint16_t music_sequence_timer = 0;
static uint16_t music_sequence_interval = 100;
bool process_music(uint16_t keycode, keyrecord_t *record) {
if (keycode == AU_ON && record->event.pressed) {
audio_on();
return false;
}
if (keycode == AU_OFF && record->event.pressed) {
audio_off();
return false;
}
if (keycode == AU_TOG && record->event.pressed) {
if (is_audio_on())
{
audio_off();
}
else
{
audio_on();
}
return false;
}
if (keycode == MU_ON && record->event.pressed) {
music_on();
return false;
}
if (keycode == MU_OFF && record->event.pressed) {
music_off();
return false;
}
if (keycode == MU_TOG && record->event.pressed) {
if (music_activated)
{
music_off();
}
else
{
music_on();
}
return false;
}
if (keycode == MUV_IN && record->event.pressed) {
voice_iterate();
music_scale_user();
return false;
}
if (keycode == MUV_DE && record->event.pressed) {
voice_deiterate();
music_scale_user();
return false;
}
if (music_activated) {
if (keycode == KC_LCTL && record->event.pressed) { // Start recording
stop_all_notes();
music_sequence_recording = true;
music_sequence_recorded = false;
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
2016-06-29 23:49:41 +02:00
music_sequence_playing = false;
music_sequence_count = 0;
return false;
}
if (keycode == KC_LALT && record->event.pressed) { // Stop recording/playing
stop_all_notes();
if (music_sequence_recording) { // was recording
music_sequence_recorded = true;
}
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
2016-06-29 23:49:41 +02:00
music_sequence_recording = false;
music_sequence_playing = false;
return false;
}
if (keycode == KC_LGUI && record->event.pressed && music_sequence_recorded) { // Start playing
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
2016-06-29 23:49:41 +02:00
stop_all_notes();
music_sequence_recording = false;
music_sequence_playing = true;
music_sequence_position = 0;
music_sequence_timer = 0;
return false;
}
if (keycode == KC_UP) {
if (record->event.pressed)
music_sequence_interval-=10;
return false;
}
if (keycode == KC_DOWN) {
if (record->event.pressed)
music_sequence_interval+=10;
return false;
}
2017-01-23 19:55:24 +01:00
#define MUSIC_MODE_GUITAR
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
2016-06-29 23:49:41 +02:00
2016-12-24 02:59:00 +01:00
#ifdef MUSIC_MODE_CHROMATIC
float freq = ((float)220.0)*pow(2.0, -5.0)*pow(2.0,(music_starting_note + record->event.key.col + music_offset)/12.0+(MATRIX_ROWS - record->event.key.row));
#elif defined(MUSIC_MODE_GUITAR)
float freq = ((float)220.0)*pow(2.0, -5.0)*pow(2.0,(music_starting_note + record->event.key.col + music_offset)/12.0+(float)(MATRIX_ROWS - record->event.key.row + 7)*5.0/12);
#elif defined(MUSIC_MODE_VIOLIN)
float freq = ((float)220.0)*pow(2.0, -5.0)*pow(2.0,(music_starting_note + record->event.key.col + music_offset)/12.0+(float)(MATRIX_ROWS - record->event.key.row + 5)*7.0/12);
#else
2016-12-12 22:06:41 +01:00
float freq = ((float)220.0)*pow(2.0, -5.0)*pow(2.0,(music_starting_note + SCALE[record->event.key.col + music_offset])/12.0+(MATRIX_ROWS - record->event.key.row));
2016-12-24 02:59:00 +01:00
#endif
Moves features to their own files (process_*), adds tap dance feature (#460) * non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
2016-06-29 23:49:41 +02:00
if (record->event.pressed) {
play_note(freq, 0xF);
if (music_sequence_recording) {
music_sequence[music_sequence_count] = freq;
music_sequence_count++;
}
} else {
stop_note(freq);
}
if (keycode < 0xFF) // ignores all normal keycodes, but lets RAISE, LOWER, etc through
return false;
}
return true;
}
bool is_music_on(void) {
return (music_activated != 0);
}
void music_toggle(void) {
if (!music_activated) {
music_on();
} else {
music_off();
}
}
void music_on(void) {
music_activated = 1;
music_on_user();
}
void music_off(void) {
music_activated = 0;
stop_all_notes();
}
__attribute__ ((weak))
void music_on_user() {}
__attribute__ ((weak))
void audio_on_user() {}
__attribute__ ((weak))
void music_scale_user() {}
void matrix_scan_music(void) {
if (music_sequence_playing) {
if ((music_sequence_timer == 0) || (timer_elapsed(music_sequence_timer) > music_sequence_interval)) {
music_sequence_timer = timer_read();
stop_note(music_sequence[(music_sequence_position - 1 < 0)?(music_sequence_position - 1 + music_sequence_count):(music_sequence_position - 1)]);
play_note(music_sequence[music_sequence_position], 0xF);
music_sequence_position = (music_sequence_position + 1) % music_sequence_count;
}
}
}