keybow2040/code/code.py

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import board
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import time
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from keybow2040 import Keybow2040
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import usb_hid
from adafruit_hid.keyboard import Keyboard
from adafruit_hid.keyboard_layout_us import KeyboardLayoutUS
from adafruit_hid.keycode import Keycode
from adafruit_hid.consumer_control import ConsumerControl
from adafruit_hid.consumer_control_code import ConsumerControlCode
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# Set up Keybow
i2c = board.I2C()
keybow = Keybow2040(i2c)
keys = keybow.keys
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# Set up the keyboard and layout
keyboard = Keyboard(usb_hid.devices)
layout = KeyboardLayoutUS(keyboard)
# Set up consumer control (used to send media key presses)
consumer_control = ConsumerControl(usb_hid.devices)
# Our layers. The key of item in the layer dictionary is the key number on
# Keybow to map to, and the value is the key press to send.
# Note that keys 0-3 are reserved as the modifier and layer selector keys
# respectively.
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layer_1 = {4: Keycode.COMMA,
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5: Keycode.ONE,
6: Keycode.FOUR,
7: Keycode.SEVEN,
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8: Keycode.ZERO,
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9: Keycode.TWO,
10: Keycode.FIVE,
11: Keycode.EIGHT,
12: Keycode.ENTER,
13: Keycode.THREE,
14: Keycode.SIX,
15: Keycode.NINE}
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layer_2 = {4: Keycode.COMMA,
5: Keycode.ONE,
6: Keycode.FOUR,
7: Keycode.SEVEN}
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layer_3 = {6: ConsumerControlCode.VOLUME_DECREMENT,
7: ConsumerControlCode.SCAN_PREVIOUS_TRACK,
10: ConsumerControlCode.MUTE,
11: ConsumerControlCode.PLAY_PAUSE,
14: ConsumerControlCode.VOLUME_INCREMENT,
15: ConsumerControlCode.SCAN_NEXT_TRACK}
layers = {1: layer_1,
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2: layer_2,
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3: layer_3}
# Define the modifier key and layer selector keys
modifier = keys[0]
selectors = {1: keys[1],
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2: keys[2],
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3: keys[3]}
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# Start on layer 3
current_layer = 3
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# The colours for each layer
colours = {1: (255, 0, 255),
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2: (0, 255, 255),
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3: (255, 255, 0)}
layer_keys = range(4, 16)
# Set the LEDs for each key in the current layer
for k in layers[current_layer].keys():
keys[k].set_led(*colours[current_layer])
# To prevent the strings (as opposed to single key presses) that are sent from
# refiring on a single key press, the debounce time for the strings has to be
# longer.
short_debounce = 0.03
long_debounce = 0.15
debounce = 0.03
fired = False
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while True:
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# Always remember to call keybow.update()!
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keybow.update()
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# This handles the modifier and layer selector behaviour
if modifier.held:
# Give some visual feedback for the modifier key
keys[0].led_off()
# If the modifier key is held, light up the layer selector keys
for layer in layers.keys():
keys[layer].set_led(*colours[layer])
# Change layer if layer key is pressed
if current_layer != layer:
if selectors[layer].pressed:
current_layer = layer
# Set the key LEDs first to off, then to their layer colour
for k in layer_keys:
keys[k].set_led(0, 0, 0)
for k in layers[layer].keys():
keys[k].set_led(*colours[layer])
# Turn off the layer selector LEDs if the modifier isn't held
else:
for layer in layers.keys():
keys[layer].led_off()
# Give some visual feedback for the modifier key
keys[0].set_led(0, 255, 25)
# Loop through all of the keys in the layer and if they're pressed, get the
# key code from the layer's key map
for k in layers[current_layer].keys():
if keys[k].pressed:
key_press = layers[current_layer][k]
# If the key hasn't just fired (prevents refiring)
if not fired:
fired = True
# Send the right sort of key press and set debounce for each
# layer accordingly (layer 2 needs a long debounce)
if current_layer == 1:
debounce = short_debounce
keyboard.send(key_press)
elif current_layer == 3:
debounce = short_debounce
consumer_control.send(key_press)
# If enough time has passed, reset the fired variable
if fired and time.monotonic() - keybow.time_of_last_press > debounce:
fired = False