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New macro: ACTION_BACKLIGHT_LEVEL(level)

To have full control of the backlight level.
tags/v1.9
Ralf Schmitt 10 years ago
parent
commit
589d99b448

+ 4
- 1
common/action.c View File

@@ -294,7 +294,7 @@ void process_action(keyrecord_t *record)
#ifdef BACKLIGHT_ENABLE
case ACT_BACKLIGHT:
if (!event.pressed) {
switch (action.backlight.id) {
switch (action.backlight.opt) {
case BACKLIGHT_INCREASE:
backlight_increase();
break;
@@ -307,6 +307,9 @@ void process_action(keyrecord_t *record)
case BACKLIGHT_STEP:
backlight_step();
break;
case BACKLIGHT_LEVEL:
backlight_level(action.backlight.level);
break;
}
}
break;

+ 11
- 7
common/action_code.h View File

@@ -87,7 +87,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
* 1100|1111| id(8) Macro record?
*
* ACT_BACKLIGHT(1101):
* 1101|xxxx| id(8) Backlight commands
* 1101|opt |level(8) Backlight commands
*
* ACT_COMMAND(1110):
* 1110|opt | id(8) Built-in Command exec
@@ -163,7 +163,9 @@ typedef union {
uint8_t kind :4;
} usage;
struct action_backlight {
uint8_t id :8;
uint8_t level :8;
uint8_t opt :4;
uint8_t kind :4;
} backlight;
struct action_command {
uint8_t id :8;
@@ -282,21 +284,23 @@ enum layer_pram_tap_op {
/*
* Extensions
*/
enum backlight_id {
enum backlight_opt {
BACKLIGHT_INCREASE = 0,
BACKLIGHT_DECREASE = 1,
BACKLIGHT_TOGGLE = 2,
BACKLIGHT_STEP = 3,
BACKLIGHT_LEVEL = 4,
};
/* Macro */
#define ACTION_MACRO(id) ACTION(ACT_MACRO, (id))
#define ACTION_MACRO_TAP(id) ACTION(ACT_MACRO, FUNC_TAP<<8 | (id))
#define ACTION_MACRO_OPT(id, opt) ACTION(ACT_MACRO, (opt)<<8 | (id))
/* Backlight */
#define ACTION_BACKLIGHT_INCREASE() ACTION(ACT_BACKLIGHT, BACKLIGHT_INCREASE)
#define ACTION_BACKLIGHT_DECREASE() ACTION(ACT_BACKLIGHT, BACKLIGHT_DECREASE)
#define ACTION_BACKLIGHT_TOGGLE() ACTION(ACT_BACKLIGHT, BACKLIGHT_TOGGLE)
#define ACTION_BACKLIGHT_STEP() ACTION(ACT_BACKLIGHT, BACKLIGHT_STEP)
#define ACTION_BACKLIGHT_INCREASE() ACTION(ACT_BACKLIGHT, BACKLIGHT_INCREASE << 8)
#define ACTION_BACKLIGHT_DECREASE() ACTION(ACT_BACKLIGHT, BACKLIGHT_DECREASE << 8)
#define ACTION_BACKLIGHT_TOGGLE() ACTION(ACT_BACKLIGHT, BACKLIGHT_TOGGLE << 8)
#define ACTION_BACKLIGHT_STEP() ACTION(ACT_BACKLIGHT, BACKLIGHT_STEP << 8)
#define ACTION_BACKLIGHT_LEVEL(level) ACTION(ACT_BACKLIGHT, BACKLIGHT_LEVEL << 8 | level)
/* Command */
#define ACTION_COMMAND(id, opt) ACTION(ACT_COMMAND, (opt)<<8 | (addr))
/* Function */

+ 8
- 0
common/backlight.c View File

@@ -75,3 +75,11 @@ void backlight_step(void)
dprintf("backlight step: %u\n", backlight_config.level);
backlight_set(backlight_config.level);
}

void backlight_level(uint8_t level)
{
backlight_config.level ^= level;
backlight_config.enable = !!backlight_config.level;
eeconfig_write_backlight(backlight_config.raw);
backlight_set(backlight_config.level);
}

+ 3
- 4
common/backlight.h View File

@@ -24,18 +24,17 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
typedef union {
uint8_t raw;
struct {
bool enable:1;
uint8_t level:7;
bool enable :1;
uint8_t level :7;
};
} backlight_config_t;

void backlight_init(void);

void backlight_increase(void);
void backlight_decrease(void);
void backlight_toggle(void);
void backlight_step(void);

void backlight_set(uint8_t level);
void backlight_level(uint8_t level);

#endif

+ 4
- 0
doc/keymap.md View File

@@ -444,6 +444,10 @@ Step through backlight levels.

ACTION_BACKLIGHT_STEP()

Turn a specific backlight level on or off.

ACTION_BACKLIGHT_LEVEL(1)

#### 2.5.2 Turn on / off backlight
Turn the backlight on and off without changing level.


+ 39
- 9
keyboard/lightsaber/backlight.c View File

@@ -26,8 +26,8 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
* Backside PD6 (high)
* TopRight PD7 (low)
* F-Row PE6 (high)
*
*/

void backlight_set(uint8_t level)
{
// Set as output.
@@ -35,22 +35,52 @@ void backlight_set(uint8_t level)
DDRD |= (1<<6) | (1<<7);
DDRE |= (1<<6);

if(level & (1<<0))
if (level & BACKLIGHT_ALPHA)
{
PORTB &= ~(1<<1);
PORTB &= ~(1<<2);
PORTB &= ~(1<<3);
PORTD &= ~(1<<6);
PORTD |= (1<<7);
PORTE &= ~(1<<6);
PORTB |= (1<<1);
}
else
{
PORTB |= (1<<1);
PORTB &= ~(1<<1);
}
if (level & BACKLIGHT_NUMERIC)
{
PORTB |= (1<<2);
}
else
{
PORTB &= ~(1<<2);
}
if (level & BACKLIGHT_MODNUM)
{
PORTB |= (1<<3);
}
else
{
PORTB &= ~(1<<3);
}
if (level & BACKLIGHT_BACKSIDE)
{
PORTD |= (1<<6);
}
else
{
PORTD &= ~(1<<6);
}
if (level & BACKLIGHT_TOPRIGHT)
{
PORTD &= ~(1<<7);
}
else
{
PORTD |= (1<<7);
}
if (level & BACKLIGHT_FROW)
{
PORTE |= (1<<6);
}
else
{
PORTE &= ~(1<<6);
}
}

+ 9
- 0
keyboard/lightsaber/backlight.h View File

@@ -0,0 +1,9 @@

enum backlight_level {
BACKLIGHT_ALPHA = 0b0000001,
BACKLIGHT_NUMERIC = 0b0000010,
BACKLIGHT_MODNUM = 0b0000100,
BACKLIGHT_BACKSIDE = 0b0001000,
BACKLIGHT_TOPRIGHT = 0b0010000,
BACKLIGHT_FROW = 0b0100000,
};

+ 11
- 3
keyboard/lightsaber/keymap_winkey.h View File

@@ -1,3 +1,5 @@
#include "backlight.h"

static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
KEYMAP(\
ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, DEL, INS, PSCR, SLCK, BRK, \
@@ -8,14 +10,20 @@ static const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
LCTL,LGUI,LALT, SPC, NO, RALT,RGUI,RCTL, KP_0, NO, KP_DOT, NO), \
KEYMAP(\
CALC,MYCM,WSCH,WHOM,MAIL,MUTE,VOLD,VOLU,MSEL,MSTP,MPLY,MPRV,MNXT,TRNS, TRNS, WAKE, PWR, SLEP, \
TRNS,TRNS,TRNS,TRNS,END ,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, TRNS, TRNS, TRNS, \
FN1, FN2, FN3, FN4, FN5, FN6, FN7, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, TRNS, TRNS, TRNS, \
TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, TRNS, TRNS, TRNS, \
TRNS,TRNS,TRNS,TRNS,PGDN,TRNS,LEFT,DOWN,UP ,RGHT,TRNS,TRNS,TRNS,TRNS, TRNS, TRNS, TRNS, TRNS, \
TRNS, TRNS,TRNS,TRNS,TRNS,PGUP,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, TRNS, TRNS, TRNS, TRNS, \
TRNS,TRNS,TRNS, FN1, TRNS,TRNS,TRNS,TRNS, TRNS, TRNS, TRNS, TRNS)
TRNS,TRNS,TRNS, TRNS, TRNS,TRNS,TRNS,TRNS, TRNS, TRNS, TRNS, TRNS)
};

static const uint16_t PROGMEM fn_actions[] = {
[0] = ACTION_LAYER_MOMENTARY(1),
[1] = ACTION_BACKLIGHT_STEP()
[1] = ACTION_BACKLIGHT_TOGGLE(),
[2] = ACTION_BACKLIGHT_LEVEL(BACKLIGHT_ALPHA),
[3] = ACTION_BACKLIGHT_LEVEL(BACKLIGHT_MODNUM),
[4] = ACTION_BACKLIGHT_LEVEL(BACKLIGHT_NUMERIC),
[5] = ACTION_BACKLIGHT_LEVEL(BACKLIGHT_FROW),
[6] = ACTION_BACKLIGHT_LEVEL(BACKLIGHT_BACKSIDE),
[7] = ACTION_BACKLIGHT_LEVEL(BACKLIGHT_TOPRIGHT)
};

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