220 lines
8.8 KiB
C
220 lines
8.8 KiB
C
/*
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Copyright 2012-2017 Jun Wako <wakojun@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "keymap_common.h"
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#include "keymap_introspection.h"
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#include "report.h"
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#include "keycode.h"
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#include "action_layer.h"
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#include "action.h"
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#include "debug.h"
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#include "keycode_config.h"
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#include "quantum_keycodes.h"
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#ifdef ENCODER_MAP_ENABLE
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# include "encoder.h"
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#endif
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#ifdef DIP_SWITCH_MAP_ENABLE
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# include "dip_switch.h"
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#endif
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#ifdef BACKLIGHT_ENABLE
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# include "backlight.h"
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#endif
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#ifdef MIDI_ENABLE
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# include "process_midi.h"
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#endif
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extern keymap_config_t keymap_config;
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#include <inttypes.h>
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/* converts key to action */
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action_t action_for_key(uint8_t layer, keypos_t key) {
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// 16bit keycodes - important
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uint16_t keycode = keymap_key_to_keycode(layer, key);
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return action_for_keycode(keycode);
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};
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action_t action_for_keycode(uint16_t keycode) {
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// keycode remapping
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keycode = keycode_config(keycode);
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action_t action = {};
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uint8_t action_layer, mod;
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(void)action_layer;
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(void)mod;
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switch (keycode) {
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case BASIC_KEYCODE_RANGE:
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case MODIFIER_KEYCODE_RANGE:
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action.code = ACTION_KEY(keycode);
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break;
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#ifdef EXTRAKEY_ENABLE
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case SYSTEM_KEYCODE_RANGE:
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action.code = ACTION_USAGE_SYSTEM(KEYCODE2SYSTEM(keycode));
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break;
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case CONSUMER_KEYCODE_RANGE:
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action.code = ACTION_USAGE_CONSUMER(KEYCODE2CONSUMER(keycode));
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break;
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#endif
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case MOUSE_KEYCODE_RANGE:
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action.code = ACTION_MOUSEKEY(keycode);
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break;
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case KC_TRANSPARENT:
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action.code = ACTION_TRANSPARENT;
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break;
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case QK_MODS ... QK_MODS_MAX:;
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// Has a modifier
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// Split it up
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#ifdef LEGACY_MAGIC_HANDLING
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action.code = ACTION_MODS_KEY(QK_MODS_GET_MODS(keycode), QK_MODS_GET_BASIC_KEYCODE(keycode)); // adds modifier to key
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#else // LEGACY_MAGIC_HANDLING
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action.code = ACTION_MODS_KEY(mod_config(QK_MODS_GET_MODS(keycode)), keycode_config(QK_MODS_GET_BASIC_KEYCODE(keycode))); // adds modifier to key
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#endif // LEGACY_MAGIC_HANDLING
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break;
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case QK_LAYER_TAP ... QK_LAYER_TAP_MAX:
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#if !defined(NO_ACTION_LAYER) && !defined(NO_ACTION_TAPPING)
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# ifdef LEGACY_MAGIC_HANDLING
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action.code = ACTION_LAYER_TAP_KEY(QK_LAYER_TAP_GET_LAYER(keycode), QK_LAYER_TAP_GET_TAP_KEYCODE(keycode));
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# else // LEGACY_MAGIC_HANDLING
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action.code = ACTION_LAYER_TAP_KEY(QK_LAYER_TAP_GET_LAYER(keycode), keycode_config(QK_LAYER_TAP_GET_TAP_KEYCODE(keycode)));
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# endif // LEGACY_MAGIC_HANDLING
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#else
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// pass through keycode_config again, since it previously missed it
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// and then only send as ACTION_KEY to bypass most of action.c handling
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action.code = ACTION_KEY(keycode_config(QK_LAYER_TAP_GET_TAP_KEYCODE(keycode)));
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#endif
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break;
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#ifndef NO_ACTION_LAYER
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case QK_TO ... QK_TO_MAX:;
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// Layer set "GOTO"
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action_layer = QK_TO_GET_LAYER(keycode);
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action.code = ACTION_LAYER_GOTO(action_layer);
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break;
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case QK_MOMENTARY ... QK_MOMENTARY_MAX:;
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// Momentary action_layer
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action_layer = QK_MOMENTARY_GET_LAYER(keycode);
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action.code = ACTION_LAYER_MOMENTARY(action_layer);
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break;
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case QK_DEF_LAYER ... QK_DEF_LAYER_MAX:;
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// Set default action_layer
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action_layer = QK_DEF_LAYER_GET_LAYER(keycode);
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action.code = ACTION_DEFAULT_LAYER_SET(action_layer);
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break;
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case QK_TOGGLE_LAYER ... QK_TOGGLE_LAYER_MAX:;
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// Set toggle
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action_layer = QK_TOGGLE_LAYER_GET_LAYER(keycode);
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action.code = ACTION_LAYER_TOGGLE(action_layer);
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break;
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#endif
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#ifndef NO_ACTION_ONESHOT
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case QK_ONE_SHOT_LAYER ... QK_ONE_SHOT_LAYER_MAX:;
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// OSL(action_layer) - One-shot action_layer
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action_layer = QK_ONE_SHOT_LAYER_GET_LAYER(keycode);
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action.code = ACTION_LAYER_ONESHOT(action_layer);
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break;
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#endif // NO_ACTION_ONESHOT
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case QK_ONE_SHOT_MOD ... QK_ONE_SHOT_MOD_MAX:;
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// OSM(mod) - One-shot mod
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mod = mod_config(QK_ONE_SHOT_MOD_GET_MODS(keycode));
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#if defined(NO_ACTION_TAPPING) || defined(NO_ACTION_ONESHOT)
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action.code = ACTION_MODS(mod);
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#else // defined(NO_ACTION_TAPPING) || defined(NO_ACTION_ONESHOT)
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action.code = ACTION_MODS_ONESHOT(mod);
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#endif // defined(NO_ACTION_TAPPING) || defined(NO_ACTION_ONESHOT)
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break;
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#ifndef NO_ACTION_LAYER
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case QK_LAYER_TAP_TOGGLE ... QK_LAYER_TAP_TOGGLE_MAX:
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# ifndef NO_ACTION_TAPPING
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action.code = ACTION_LAYER_TAP_TOGGLE(QK_LAYER_TAP_TOGGLE_GET_LAYER(keycode));
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# else // NO_ACTION_TAPPING
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# ifdef NO_ACTION_TAPPING_TAP_TOGGLE_MO
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action.code = ACTION_LAYER_MOMENTARY(QK_LAYER_TAP_TOGGLE_GET_LAYER(keycode));
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# else // NO_ACTION_TAPPING_TAP_TOGGLE_MO
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action.code = ACTION_LAYER_TOGGLE(QK_LAYER_TAP_TOGGLE_GET_LAYER(keycode));
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# endif // NO_ACTION_TAPPING_TAP_TOGGLE_MO
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# endif // NO_ACTION_TAPPING
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break;
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case QK_LAYER_MOD ... QK_LAYER_MOD_MAX:
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mod = mod_config(QK_LAYER_MOD_GET_MODS(keycode));
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action_layer = QK_LAYER_MOD_GET_LAYER(keycode);
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action.code = ACTION_LAYER_MODS(action_layer, (mod & 0x10) ? mod << 4 : mod);
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break;
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#endif // NO_ACTION_LAYER
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case QK_MOD_TAP ... QK_MOD_TAP_MAX:
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#ifndef NO_ACTION_TAPPING
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mod = mod_config(QK_MOD_TAP_GET_MODS(keycode));
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# ifdef LEGACY_MAGIC_HANDLING
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action.code = ACTION_MODS_TAP_KEY(mod, QK_MOD_TAP_GET_TAP_KEYCODE(keycode));
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# else // LEGACY_MAGIC_HANDLING
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action.code = ACTION_MODS_TAP_KEY(mod, keycode_config(QK_MOD_TAP_GET_TAP_KEYCODE(keycode)));
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# endif // LEGACY_MAGIC_HANDLING
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#else // NO_ACTION_TAPPING
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# ifdef NO_ACTION_TAPPING_MODTAP_MODS
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// pass through mod_config again, since it previously missed it
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// and then only send as ACTION_KEY to bypass most of action.c handling
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action.code = ACTION_MODS(mod_config(QK_MOD_TAP_GET_MODS(keycode)));
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# else // NO_ACTION_TAPPING_MODTAP_MODS
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// pass through keycode_config again, since it previously missed it
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// and then only send as ACTION_KEY to bypass most of action.c handling
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action.code = ACTION_KEY(keycode_config(QK_MOD_TAP_GET_TAP_KEYCODE(keycode)));
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# endif // NO_ACTION_TAPPING_MODTAP_MODS
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#endif // NO_ACTION_TAPPING
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break;
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#ifdef SWAP_HANDS_ENABLE
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case QK_SWAP_HANDS ... QK_SWAP_HANDS_MAX:
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# ifdef LEGACY_MAGIC_HANDLING
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action.code = ACTION(ACT_SWAP_HANDS, QK_SWAP_HANDS_GET_TAP_KEYCODE(keycode));
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# else // LEGACY_MAGIC_HANDLING
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action.code = ACTION(ACT_SWAP_HANDS, keycode_config(QK_SWAP_HANDS_GET_TAP_KEYCODE(keycode)));
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# endif // LEGACY_MAGIC_HANDLING
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break;
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#endif
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default:
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action.code = ACTION_NO;
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break;
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}
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return action;
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}
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// translates key to keycode
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__attribute__((weak)) uint16_t keymap_key_to_keycode(uint8_t layer, keypos_t key) {
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if (key.row < MATRIX_ROWS && key.col < MATRIX_COLS) {
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return keycode_at_keymap_location(layer, key.row, key.col);
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}
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#ifdef ENCODER_MAP_ENABLE
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else if (key.row == KEYLOC_ENCODER_CW && key.col < NUM_ENCODERS) {
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return keycode_at_encodermap_location(layer, key.col, true);
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} else if (key.row == KEYLOC_ENCODER_CCW && key.col < NUM_ENCODERS) {
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return keycode_at_encodermap_location(layer, key.col, false);
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}
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#endif // ENCODER_MAP_ENABLE
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#ifdef DIP_SWITCH_MAP_ENABLE
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else if (key.row == KEYLOC_DIP_SWITCH_ON && key.col < NUM_DIP_SWITCHES) {
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return keycode_at_dip_switch_map_location(key.col, true);
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} else if (key.row == KEYLOC_DIP_SWITCH_OFF && key.col < NUM_DIP_SWITCHES) {
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return keycode_at_dip_switch_map_location(key.col, false);
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}
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#endif // DIP_SWITCH_MAP_ENABLE
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return KC_NO;
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}
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