summaryrefslogtreecommitdiff
path: root/quantum/quantum.h
AgeCommit message (Collapse)Author
2016-06-29gets rid of rand warning [skip ci]Jack Humbert
2016-06-29adds random base64 character generatorJack Humbert
2016-06-29Moves features to their own files (process_*), adds tap dance feature (#460)Jack Humbert
* non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script
2016-06-23Backlight abstraction and other changes (#439)Jack Humbert
* redoes matrix pins, abstracts backlight code for B5,6,7 * slimming down keyboard stuff, backlight breathing implemented * don't call backlight init when no pin * cleans up user/kb/quantum calls, keyboard files * fix pvc atomic * replaces CHANNEL with correct var in breathing * removes .hexs, updates readmes, updates template * cleans-up clueboards, readmes to lowercase * updates readme
2016-06-21increase leader seq size to 5Jack Humbert
2016-06-18Cleans up quantum/keymap situation, removes extra lufa folders (#416)Jack Humbert
* sorts out keycodes * move midi around * remove mbed * replaces keymap with qmk/keymap_common * fixes keymap.h * keymap, config, quantum rearrange * removes unneeded lufa stuff
2016-06-03Improve string sending (#376)Eric Tang
2016-06-01adds send_string functionality (string macros)Jack Humbert
2016-05-28process_record implementation (non-breaking for process_action ATM)Jack Humbert
2016-05-28brings alps64 up-to-date (needs testing)Jack Humbert
2016-05-24Converted audio play functions to *_user (#349)Jack Humbert
* Updated personal layouts * tweaked personal * Nightly - Audio Cleanup Refactored the LUTs. Abstracted some of the registers out of audio to use more functional names. Split audio into audio and audio_pwm. WIP * nightly - collapsed code * Added check for note playing to LEDs * Usability tweaks * TWEAE * nightly added extra kcs to keymap common * turned on Plank audio * Added backlight breathing to atomic * reverted accidental merge * Added music and audio toggles to Quantum.c * Redid the audio callbacks * Adjusted default planck layout to use the user tone naming * tabs to spaces * Rewrote the ALL recipe to allow for faster parallel make * tabs to spaces * Renamed custom event functions to be 'startup_user' and 'shutdown_user'. Also moved the prototypes around. * Tweaked pvc atomic layout to work with the pvc planck. * updates midi scale calling
2016-05-18adapts unicode to quantum.c (#333)Jack Humbert
* Unicode to have unicode input you need to: - set your OS input method to UNICODE if needed - enable unicode in your makefile - copy the action_function from keyboard/planck/keymaps/unicode/unicode.c to your keymap.c set the target OS method in your keymap.c: void matrix_init_user() { set_unicode_mode(UC_OSX); } you can then switch when you want with: set_unicode_mode(UC_OSX); set_unicode_mode(UC_LNX); set_unicode_mode(UC_WIN); put some unicode codes in your keymap like so: UC(0x0061) I did change the bit mask in quantum/keymap_common.c and .h I’m afraid we will need uint32 to get a total support for all unicode tables or relocate the handler as @mbarkhau did. * rearranges keycode values, hooks-up unicode * removes extra lalt ref * adds unicode shortcuts and example
2016-05-18adds music and audio toggles (#337)Jack Humbert
* Updated personal layouts * tweaked personal * Nightly - Audio Cleanup Refactored the LUTs. Abstracted some of the registers out of audio to use more functional names. Split audio into audio and audio_pwm. WIP * nightly - collapsed code * Added check for note playing to LEDs * Usability tweaks * TWEAE * nightly added extra kcs to keymap common * turned on Plank audio * Added backlight breathing to atomic * reverted accidental merge * Added music and audio toggles to Quantum.c * Redid the audio callbacks * music/audio_on_user
2016-05-15updates midi functionality (#331)Jack Humbert
* implements leader key for planck experimental * allows override of leader timeout * adds ability to use the leader key in seq * fixes leader keycode * adds chording prototype * fixes keycode detection * moves music mode to quantum.c * disables chording by default * adds music sequencer functionality * implements audio/music functions in quantum.c * splits up process_action to allow independent processing of actions * moves midi stuff to quantum.c * adds additional scales for midi
2016-05-15Leader key implementation (#326)Erez Zukerman
* implements leader key for planck experimental * allows override of leader timeout * adds ability to use the leader key in seq * fixes leader keycode * adds chording prototype * fixes keycode detection * moves music mode to quantum.c * disables chording by default * updates process_action functions to return bool