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layer.c
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/*
* Copyright (c) 2022 by Willem Dijkstra <wpd@xs4all.nl>.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the auhor nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* Layer operations
*
* The different ways to switch layers are:
* - MOVE - move to a particular layer using a keyboard switch
* - UP - move to higher layer
* - DOWN - move to lower layer
* - NEXTKEY - go to new layer for only next keypress
* - HOLD - while held goto layer, return on release
*/
#include "config.h"
#include "elog.h"
#include "layer.h"
#include "light.h"
uint8_t layer = 0;
typedef struct {
uint16_t row;
uint16_t col;
uint8_t previous;
uint8_t active;
uint8_t nextkey;
} __attribute__ ((packed)) layer_context_t;
static layer_context_t context = {0, 0, 0, 0, 0};
static void
layer_advance(uint8_t next)
{
context.previous = layer;
layer = next % LAYERS_NUM;
light_set_layer(layer);
elog("layer %02x active", layer);
}
static void
layer_return()
{
layer = context.previous;
light_set_layer(layer);
elog("layer %02x active", layer);
}
event_t *
layer_get_event(uint16_t row, uint16_t col, bool pressed)
{
event_t *result = &keymap[layer][row][col];
if ((! pressed) &&
context.active)
{
if ((context.row == row) &&
(context.col == col)) {
/*
* At keydown we can change to a new layer; so considering at
* keyup only; are we executing some kind of layer action? If so,
* take the layer event structure from the previous layer as our
* event
*/
elog("previous layer keyup detected");
result = &keymap[context.previous][row][col];
} else if (context.nextkey) {
/*
* If we are only in the layer for the nextkey, then
* return to the previous layer after that key was seen.
*/
context.nextkey = false;
context.active = false;
layer_return();
}
}
return result;
}
void
layer_event(uint16_t row, uint16_t col, event_t *event, bool pressed)
{
uint8_t action = event->layer.action;
uint8_t number = event->layer.number;
elog("layer %02x %02x %d", event->layer.action, event->layer.number, pressed);
if (pressed) {
if (context.active) {
elog("ignoring layer event: already active");
return;
} else {
context.active = true;
context.row = row;
context.col = col;
}
switch (action) {
case LAYER_MOVE:
layer_advance(number);
break;
case LAYER_UP:
layer_advance(layer + 1);
break;
case LAYER_DOWN:
layer_advance(layer - 1);
break;
case LAYER_NEXTKEY:
context.nextkey = true;
layer_advance(number);
break;
case LAYER_HOLD:
layer_advance(number);
break;
}
} else {
if (context.active &&
((context.row != row) ||
(context.col != col))) {
elog("ignoring layer event: already active");
return;
}
switch (action) {
case LAYER_MOVE:
case LAYER_UP:
case LAYER_DOWN:
context.active = false;
break;
case LAYER_NEXTKEY:
break;
case LAYER_HOLD:
layer_return();
context.active = false;
break;
}
}
}