Tutorial 3a - multi-layer keyboard ================================== When you finish this tutorial you will be able to be able to modify a multi-layer keybrd sketch to write your very own multi-layer keyboard firmware. Multi-layer nomenclature ------------------------ **[layers](http://deskthority.net/wiki/Layer)** - are key bindings provided by the keyboard firmware. For example, * The classic [IBM PC keyboard](http://en.wikipedia.org/wiki/IBM_PC_keyboard) has one layer. * Many compact keyboards have an additional [Fn layer](http://en.wikipedia.org/wiki/Fn_key). * The [Neo layout](http://neo-layout.org/index_en.html) has 6 layers. **layer id** - is an integer used to identify a layer. **active layer** - is the layer currently used by the keyboard. **layer scheme** - is a system for changing the active layer while typing (a single-layer scheme does not change layers). A simple multi-layer keybrd sketch ---------------------------------- The [keybrd_3a_multi-layer.ino](keybrd_3a_multi-layer/keybrd_3a_multi-layer.ino) sketch is for a simple two-layer keyboard. It will run on the basic breadboard keyboard described in [tutorial_1_breadboard_keyboard.md](tutorial_1_breadboard_keyboard.md). ![basic breadboard keyboard](keybrd_1_breadboard/breadboard_keyboard_2x2.JPG "basic breadboard keyboard") Read the sketch annotations to understand how multi-layer keyboards work. The sketch uses three layer-scheme classes: * LayerState * Code_LayerHold * Key_LayeredKeysArray The internal workings of these three classes are revealed in the next section. Pseudo code for simple layer scheme ----------------------------------- The following pseudo code is of three keybrd library classes. It has just enough detail to show the internal workings of layer schemes. **Key_Layer** objects change the active layer when pressed. The "layer" variable is a layer id number. When a Key_Layer object is pressed, it tells LayerState to update the active layer. ``` class Key_Layer { int layer; LayerState& refLayerState; press() { refLayerState.setActiveLayer(layer); } }; ``` **LayerState** objects keep track of the active layer. A LayerState's activeLayer is always up to date. ``` class LayerState { int activeLayer; setActiveLayer(int layer) { activeLayer = layer; } getActiveLayer() { return activeLayer; } }; ``` **Key_LayeredKeysArray** objects contain an array of keys, one key for each layer. Key_LayeredKeysArray use layer ids as array indexes. When a Key_LayeredKeysArray object is pressed, it gets the active layer from LayerState, and sends the corresponding key. ``` class Key_LayeredKeysArray { Key** ptrsKeys; //array of Key pointers, one Key pointer per layer LayerState& refLayerState; press() { layer = refLayerState.getActiveLayer(); ptrsKeys[layer]->press(); } }; ``` Dependency diagram ``` +-----------+ | Key_Layer | +-----------+ | |setActiveLayer() | v +------------+ | LayerState | +------------+ ^ | |getActiveLayer() | +----------------------+ | Key_LayeredKeysArray | +----------------------+ ``` Layer-scheme classes -------------------- There are several layer scheme-classes to choose from. You can view all the class definitions in the [keybrd library](../src/). Key_Layer classes include: * Code_LayerHold * Code_LayerLock A basic LayerState class is: * LayerState Key_Layered classes include: * Key_LayeredKeysArray * Code_LayeredScSc * Code_LayeredCodeSc * Code_LayeredCodeCode The basic LayerState provided by the keybrd library is sufficient for implementing ordinary layer schemes. For experimental layer schemes, you would need to create a custom LayerState class, and possibly Key_Layer and Key_Layered custom layer classes as well. Single-layer Codes ------------------ Most Code objects only have one scancode or code. Example single-layer Code classes include: * Code_Sc * Code_ScS * Code_ScNS * Code_Shift * Code_LayerHold * Code_LayerLock Exercises --------- 1) Modify the keybrd_3_multi-layer.ino sketch to use two Code_LayerLock objects. | Layout | **0** | **1** | |:------:|:------:|:------:| | **0** | a 1 | b 2 | | **1** | layer0 | layer1 |
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keybrd tutorial by Wolfram Volpi is licensed under a Creative Commons Attribution 4.0 International License.
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