qmk_sweep_skeletyl/quantum/keymap_common.c
Ryan 1d11ae3087
Rip out old macro and action_function system (#16025)
* Rip out old macro and action_function system

* Update quantum/action_util.c

Co-authored-by: Joel Challis <git@zvecr.com>
2022-01-24 21:22:20 +00:00

153 lines
4.9 KiB
C

/*
Copyright 2012-2017 Jun Wako <wakojun@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "keymap.h"
#include "report.h"
#include "keycode.h"
#include "action_layer.h"
#include "action.h"
#include "debug.h"
#include "quantum.h"
#ifdef BACKLIGHT_ENABLE
# include "backlight.h"
#endif
#ifdef MIDI_ENABLE
# include "process_midi.h"
#endif
extern keymap_config_t keymap_config;
#include <inttypes.h>
/* converts key to action */
action_t action_for_key(uint8_t layer, keypos_t key) {
// 16bit keycodes - important
uint16_t keycode = keymap_key_to_keycode(layer, key);
return action_for_keycode(keycode);
};
action_t action_for_keycode(uint16_t keycode) {
// keycode remapping
keycode = keycode_config(keycode);
action_t action = {};
uint8_t action_layer, when, mod;
(void)action_layer;
(void)when;
(void)mod;
switch (keycode) {
case KC_A ... KC_EXSEL:
case KC_LEFT_CTRL ... KC_RIGHT_GUI:
action.code = ACTION_KEY(keycode);
break;
#ifdef EXTRAKEY_ENABLE
case KC_SYSTEM_POWER ... KC_SYSTEM_WAKE:
action.code = ACTION_USAGE_SYSTEM(KEYCODE2SYSTEM(keycode));
break;
case KC_AUDIO_MUTE ... KC_BRIGHTNESS_DOWN:
action.code = ACTION_USAGE_CONSUMER(KEYCODE2CONSUMER(keycode));
break;
#endif
#ifdef MOUSEKEY_ENABLE
case KC_MS_UP ... KC_MS_ACCEL2:
action.code = ACTION_MOUSEKEY(keycode);
break;
#endif
case KC_TRANSPARENT:
action.code = ACTION_TRANSPARENT;
break;
case QK_MODS ... QK_MODS_MAX:;
// Has a modifier
// Split it up
action.code = ACTION_MODS_KEY(keycode >> 8, keycode & 0xFF); // adds modifier to key
break;
#ifndef NO_ACTION_LAYER
case QK_LAYER_TAP ... QK_LAYER_TAP_MAX:
action.code = ACTION_LAYER_TAP_KEY((keycode >> 0x8) & 0xF, keycode & 0xFF);
break;
case QK_TO ... QK_TO_MAX:;
// Layer set "GOTO"
when = (keycode >> 0x4) & 0x3;
action_layer = keycode & 0xF;
action.code = ACTION_LAYER_SET(action_layer, when);
break;
case QK_MOMENTARY ... QK_MOMENTARY_MAX:;
// Momentary action_layer
action_layer = keycode & 0xFF;
action.code = ACTION_LAYER_MOMENTARY(action_layer);
break;
case QK_DEF_LAYER ... QK_DEF_LAYER_MAX:;
// Set default action_layer
action_layer = keycode & 0xFF;
action.code = ACTION_DEFAULT_LAYER_SET(action_layer);
break;
case QK_TOGGLE_LAYER ... QK_TOGGLE_LAYER_MAX:;
// Set toggle
action_layer = keycode & 0xFF;
action.code = ACTION_LAYER_TOGGLE(action_layer);
break;
#endif
#ifndef NO_ACTION_ONESHOT
case QK_ONE_SHOT_LAYER ... QK_ONE_SHOT_LAYER_MAX:;
// OSL(action_layer) - One-shot action_layer
action_layer = keycode & 0xFF;
action.code = ACTION_LAYER_ONESHOT(action_layer);
break;
case QK_ONE_SHOT_MOD ... QK_ONE_SHOT_MOD_MAX:;
// OSM(mod) - One-shot mod
mod = mod_config(keycode & 0xFF);
action.code = ACTION_MODS_ONESHOT(mod);
break;
#endif
#ifndef NO_ACTION_LAYER
case QK_LAYER_TAP_TOGGLE ... QK_LAYER_TAP_TOGGLE_MAX:
action.code = ACTION_LAYER_TAP_TOGGLE(keycode & 0xFF);
break;
case QK_LAYER_MOD ... QK_LAYER_MOD_MAX:
mod = mod_config(keycode & 0xF);
action_layer = (keycode >> 4) & 0xF;
action.code = ACTION_LAYER_MODS(action_layer, mod);
break;
#endif
#ifndef NO_ACTION_TAPPING
case QK_MOD_TAP ... QK_MOD_TAP_MAX:
mod = mod_config((keycode >> 0x8) & 0x1F);
action.code = ACTION_MODS_TAP_KEY(mod, keycode & 0xFF);
break;
#endif
#ifdef SWAP_HANDS_ENABLE
case QK_SWAP_HANDS ... QK_SWAP_HANDS_MAX:
action.code = ACTION(ACT_SWAP_HANDS, keycode & 0xff);
break;
#endif
default:
action.code = ACTION_NO;
break;
}
return action;
}
// translates key to keycode
__attribute__((weak)) uint16_t keymap_key_to_keycode(uint8_t layer, keypos_t key) {
// Read entire word (16bits)
return pgm_read_word(&keymaps[(layer)][(key.row)][(key.col)]);
}