139 satır
2.6 KiB
C
139 satır
2.6 KiB
C
#include <stdint.h>
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#include "keyboard.h"
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#include "action.h"
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#include "util.h"
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#include "action_layer.h"
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#ifdef DEBUG_ACTION
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#include "debug.h"
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#else
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#include "nodebug.h"
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#endif
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/*
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* Default Layer State
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*/
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uint32_t default_layer_state = 0;
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static void default_layer_state_set(uint32_t state)
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{
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debug("default_layer_state: ");
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default_layer_debug(); debug(" to ");
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default_layer_state = state;
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default_layer_debug(); debug("\n");
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clear_keyboard_but_mods(); // To avoid stuck keys
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}
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void default_layer_debug(void)
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{
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dprintf("%08lX(%u)", default_layer_state, biton32(default_layer_state));
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}
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void default_layer_set(uint32_t state)
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{
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default_layer_state_set(state);
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}
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#ifndef NO_ACTION_LAYER
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void default_layer_or(uint32_t state)
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{
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default_layer_state_set(default_layer_state | state);
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}
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void default_layer_and(uint32_t state)
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{
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default_layer_state_set(default_layer_state & state);
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}
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void default_layer_xor(uint32_t state)
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{
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default_layer_state_set(default_layer_state ^ state);
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}
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#endif
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#ifndef NO_ACTION_LAYER
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/*
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* Keymap Layer State
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*/
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uint32_t layer_state = 0;
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static void layer_state_set(uint32_t state)
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{
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dprint("layer_state: ");
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layer_debug(); dprint(" to ");
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layer_state = state;
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layer_debug(); dprintln();
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clear_keyboard_but_mods(); // To avoid stuck keys
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}
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void layer_clear(void)
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{
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layer_state_set(0);
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}
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void layer_move(uint8_t layer)
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{
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layer_state_set(1UL<<layer);
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}
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void layer_on(uint8_t layer)
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{
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layer_state_set(layer_state | (1UL<<layer));
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}
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void layer_off(uint8_t layer)
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{
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layer_state_set(layer_state & ~(1UL<<layer));
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}
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void layer_invert(uint8_t layer)
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{
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layer_state_set(layer_state ^ (1UL<<layer));
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}
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void layer_or(uint32_t state)
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{
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layer_state_set(layer_state | state);
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}
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void layer_and(uint32_t state)
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{
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layer_state_set(layer_state & state);
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}
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void layer_xor(uint32_t state)
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{
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layer_state_set(layer_state ^ state);
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}
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void layer_debug(void)
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{
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dprintf("%08lX(%u)", layer_state, biton32(layer_state));
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}
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#endif
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action_t layer_switch_get_action(keypos_t key)
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{
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action_t action;
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action.code = ACTION_TRANSPARENT;
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#ifndef NO_ACTION_LAYER
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uint32_t layers = layer_state | default_layer_state;
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/* check top layer first */
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for (int8_t i = 31; i >= 0; i--) {
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if (layers & (1UL<<i)) {
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action = action_for_key(i, key);
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if (action.code != ACTION_TRANSPARENT) {
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return action;
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}
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}
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}
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/* fall back to layer 0 */
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action = action_for_key(0, key);
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return action;
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#else
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action = action_for_key(biton32(default_layer_state), key);
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return action;
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#endif
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}
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