qmk_firmware/tmk_core/common/action_layer.c
2018-06-29 21:12:14 +03:00

387 lines
8.9 KiB
C

#include <stdint.h>
#include "keyboard.h"
#include "action.h"
#include "util.h"
#include "action_layer.h"
#ifdef DEBUG_ACTION
#include "debug.h"
#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
*/
__attribute__((weak))
uint32_t layer_state_set_user(uint32_t state) {
return state;
}
/** \brief Layer state set keyboard
*
* FIXME: Needs docs
*/
__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)
{
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)
static const uint8_t layer_cache_mask = (1u << MAX_LAYER_BITS) - 1;
/** \brief Get the pointer to the source layer cache for a connected matrix
*
* Implement this if you support multiple matrices, see qwiic_keyboard.c for an example
* NOTE: The matrix index 0 is the first remote matrix, the function is not called for the master
*/
__attribute__((weak))
uint8_t* multimatrix_get_source_layers_cache(uint8_t matrix) {
return 0;
}
static uint8_t* get_source_layers_cache(keymatrix_t key) {
if (key.matrix == 0) {
static uint8_t source_layers_cache[(MATRIX_ROWS * MATRIX_COLS * MAX_LAYER_BITS + 7) / 8] = {0};
return source_layers_cache;
} else {
return multimatrix_get_source_layers_cache(key.matrix - 1);
}
}
void update_source_layers_cache(keymatrix_t key, uint8_t layer)
{
const uint8_t num_cols = keyboard_get_num_cols(key.matrix);
const uint8_t num_rows = keyboard_get_num_rows(key.matrix);
const uint16_t num_cache_bytes = get_source_layers_cache_size(num_cols, num_rows);
uint8_t* cache = get_source_layers_cache(key);
const uint16_t key_number = key.pos.col + (key.pos.row * num_cols);
const uint32_t bit_number = key_number * MAX_LAYER_BITS;
const uint16_t byte_number = bit_number / 8;
if (byte_number >= num_cache_bytes) {
return;
}
const uint8_t bit_position = bit_number % 8;
int8_t shift = 16 - MAX_LAYER_BITS - bit_position;
if (shift > 8 ) {
// We need to write only one byte
shift -= 8;
const uint8_t mask = layer_cache_mask << shift;
const uint8_t shifted_layer = layer << shift;
cache[byte_number] = (shifted_layer & mask) | (cache[byte_number] & (~mask));
} else {
if (byte_number + 1 >= num_cache_bytes) {
return;
}
// We need to write two bytes
uint16_t value = layer;
uint16_t mask = layer_cache_mask;
value <<= shift;
mask <<= shift;
uint16_t masked_value = value & mask;
uint16_t inverse_mask = ~mask;
// This could potentially be done with a single write, but then we have to assume the endian
cache[byte_number + 1] = masked_value | (cache[byte_number + 1] & (inverse_mask));
masked_value >>= 8;
inverse_mask >>= 8;
cache[byte_number] = masked_value | (cache[byte_number] & (inverse_mask));
}
}
uint8_t read_source_layers_cache(keymatrix_t key)
{
const uint8_t num_cols = keyboard_get_num_cols(key.matrix);
const uint8_t num_rows = keyboard_get_num_rows(key.matrix);
const uint16_t num_cache_bytes = get_source_layers_cache_size(num_cols, num_rows);
uint8_t* cache = get_source_layers_cache(key);
const uint16_t key_number = key.pos.col + (key.pos.row * num_cols);
const uint32_t bit_number = key_number * MAX_LAYER_BITS;
const uint16_t byte_number = bit_number / 8;
if (byte_number >= num_cache_bytes) {
return 0;
}
const uint8_t bit_position = bit_number % 8;
int8_t shift = 16 - MAX_LAYER_BITS - bit_position;
if (shift > 8 ) {
// We need to read only one byte
shift -= 8;
return (cache[byte_number] >> shift) & layer_cache_mask;
} else {
if (byte_number + 1 >= num_cache_bytes) {
return 0;
}
// Otherwise read two bytes
// This could potentially be done with a single read, but then we have to assume the endian
uint16_t value = cache[byte_number] << 8 | cache[byte_number + 1];
return (value >> shift) & layer_cache_mask;
}
}
uint8_t get_source_layers_cache_size(uint8_t num_cols, uint8_t num_rows) {
return (num_rows * num_cols * MAX_LAYER_BITS + 7) / 8;
}
#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, keymatrix_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(keymatrix_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(keymatrix_t key)
{
return action_for_key(layer_switch_get_layer(key), key);
}