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")
The sketch annotations explain 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.
**Code_Layer** objects change the active layer when pressed.
The "layer" variable is a layer id number.
When a Code_Layer object is pressed, it tells LayerState to update the active layer.
```
class Code_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 objects use layer ids as Key_LayeredKeysArray 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
```
+------------+
| Code_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/).
Code_Layer classes include:
* Code_LayerHold
* Code_LayerLock
A basic LayerState class is:
* LayerState
Key_Layered classes include:
* Key_LayeredKeysArray
* Key_LayeredScSc
* Key_LayeredCodeSc
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 custom Code_Layer and Key_Layered 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 |
keybrd tutorial by Wolfram Volpi is licensed under a Creative Commons Attribution 4.0 International License.
Permissions beyond the scope of this license may be available at https://github.com/wolfv6/keybrd/issues/new.