118 lines
3.7 KiB
C++
118 lines
3.7 KiB
C++
/* keybrd_3_multi-layer_annotated.ino
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This sketch:
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is firmware for a simple 2-layer keyboard
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runs on the first two rows and columns of a breadboard keyboard
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| Layout | **0** | **1** |
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|:------:|-------|-------|
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| **0** | shift | a 1 |
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| **1** | fn | b 2 |
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Each cell in the table's body represents a key.
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The layered keys in row 0 have two layers; one character for each layer.
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Letters 'a' and 'b' are on the normal layer. Numbers '1' and '2' are on the fn layer.
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Holding the fn key down makes it the active layer. Releasing the fn key restores the normal layer.
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*/
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// ################## GLOBAL ###################
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// ================= INCLUDES ==================
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//Keys
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#include <Code_Sc.h>
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#include <LayerState.h>
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#include <Code_LayerHold.h>
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#include <Key_LayeredKeysArray.h>
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//Matrix
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#include <Row_uC.h>
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#include <ScanDelay.h>
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// ============ SPEED CONFIGURATION ============
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ScanDelay scanDelay(9000);
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// ================ ACTIVE STATE ===============
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const bool Scanner_uC::STROBE_ON = LOW;
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const bool Scanner_uC::STROBE_OFF = HIGH;
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// =================== PINS ====================
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uint8_t readPins[] = {14, 15};
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uint8_t READ_PIN_COUNT = sizeof(readPins)/sizeof(*readPins);
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/* =================== CODES ===================
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The CODES section instantiates six codes, one for each item in the layout.
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*/
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/* ---------------- LAYER CODE -----------------
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enum assigns id numbers to the layers.
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*/
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enum layers { NORMAL, FN };
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/* layerState keeps track of the active layer.
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*/
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LayerState layerState;
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/*
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NORMAL=0 and FN=1. LayerState's default layer id is 0.
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The Code_LayerHold constructor has two parameters:
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1) the layer that will be active while the key is held down.
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2) a LayerState
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When l_fn is pressed, it tells layerState to change the active layer to 1.
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When l_fn is released, it tells layerState that layer 1 is released, and layerState restores the default layer.
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*/
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Code_LayerHold l_fn(FN, layerState);
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// ---------------- SCAN CODES -----------------
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Code_Sc s_a(KEY_A);
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Code_Sc s_b(KEY_B);
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Code_Sc s_1(KEY_1);
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Code_Sc s_2(KEY_2);
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Code_Sc s_shift(MODIFIERKEY_LEFT_SHIFT);
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/* =================== KEYS ====================
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Here we pack Codes into keys.
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The Key_LayeredKeysArray constructor takes one array of Code pointers - one Code object per layer.
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Key_LayeredKeysArray uses layer id numbers as array indexes.
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Thus Key_LayeredKeysArray calls the Code corresponding to the active layer id.
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The Key object names in this sketch start with a "k_" followed by row-column coordinates.
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*/
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Key* const ptrsCodes_01[] = { &s_a, &s_1 };
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Key_LayeredKeysArray k_01(ptrsCodes_01);
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Key* const ptrsCodes_11[] = { &s_b, &s_2 };
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Key_LayeredKeysArray k_11(ptrsCodes_11);
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/* Key_LayeredKeysArray has a reference to layerState.
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Thus Key_LayeredKeysArray can call layerState to get the active layer id.
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*/
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LayerStateInterface& Key_LayeredKeysArray::refLayerState = layerState;
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/* HOW LAYERED OBJECTS WORK
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When a Key_LayeredKeysArray object is pressed, it gets the active layer id from layerState
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It then uses the layer id as an array index to send the scancode for the active layer.
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*/
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/* =================== ROWS ====================
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Here we pack Key pointers into row objects.
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Codes are a kind of Key that only have one layer.
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So rows can contain a mix of codes and multi-layered keys.
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Arrays ptrsKeys_0[] and ptrsKeys_1[] contain both Code pointers and Key pointers.
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*/
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Key* const ptrsKeys_0[] = { &s_shift, &k_01 };
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Row_uC row_0(0, readPins, READ_PIN_COUNT, ptrsKeys_0);
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Key* const ptrsKeys_1[] = { &l_fn, &k_11 };
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Row_uC row_1(1, readPins, READ_PIN_COUNT, ptrsKeys_1);
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// ################### MAIN ####################
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void setup()
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{
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Keyboard.begin();
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}
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void loop()
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{
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row_0.process();
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row_1.process();
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scanDelay.delay();
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}
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