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path: root/keyboards/ergodox_ez/matrix.c
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2020-01-01[Keyboard] Ergodox EZ - Re-init ISSI driver on reconnect (#7731)Drashna Jaelre
2019-10-15 Port DEBUG_MATRIX_SCAN_RATE to core (#7029)Joel Challis
* Port DEBUG_MATRIX_SCAN_RATE to core * Remove duplicate DEBUG_MATRIX_SCAN_RATE implementations * Remove duplicate DEBUG_MATRIX_SCAN_RATE implementation from handwired/xealous * Add console logic from ergodox_ez
2019-10-09Keyboard/ergodox debounce (#6994)Drashna Jaelre
* Set default debounce to 30 Lower debounce causes issues, and even 15 isn't lowe enough for the EZ * Cleanup ergodox ez matrix
2019-05-15Removes Erez personally from QMK (#5883)Erez Zukerman
2019-04-08ergodox_ez: fixed bug where debounce() was called without calculating ↵Alex Ong
changed (#5589)
2019-04-03Eager Per Row Debouncing added (added to Ergodox) (#5498)Alex Ong
* Implemented Eager Per Row debouncing algorithm. Good for when fingers can only press one row at a time (e.g. when keyboard is wired so that "rows" are vertical) * Added documentation for eager_pr * Ported ergodox_ez to eager_pr debouncing. * Removed check for changes in matrix_scan. * Added further clarification in docs. * Accidental merge with ergodox_ez * Small cleanup in eager_pr * Forgot to debounce_init - this would probably cause seg-faults.
2019-03-12Next set of split_common changes (#4974)James Churchill
* Update split_common to use standard i2c drivers * Eliminate RGB_DIRTY/BACKLIT_DIRTY * Fix avr i2c_master error handling * Fix i2c_slave addressing * Remove unneeded timeout on i2c_stop() * Fix RGB I2C transfers * Remove incorrect comment
2018-11-22Merge pull request #4454 from trunneml/improveddebounceErez Zukerman
Adaptive debounce logic
2018-11-21Fix row 11Drashna Jaelre
2018-11-20Adaptive debounce logicMichael Graf
The debounce filtering reports a key/switch change directly, without any extra delay. After that the debounce logic will filter all further changes, until the key/switch reports the same state for the given count of scans. So a perfect switch will get a short debounce period and a bad key will get a much longer debounce period. The result is an adaptive debouncing period for each switch. This value defines how often the same key/switch state has to be detected in successive reads until the next key state can be reported. In other words this value defines the minimum debouncing period for a switch.
2018-06-23adds immediate i2c return, fixes ez matrix codeJack Humbert
2018-06-22refactor, non-workingJack Humbert
2018-06-12revert some attempts, update i2cJack Humbert
2018-05-24a failed attempt at hot-pluggingErez Zukerman
2018-05-15i2c fixJack Humbert
2017-12-10Don't "unselect" left-hand rowsSeebs
"unselecting" left-hand rows is a wasted i2c transaction. On the left-hand side, the ergodox uses a GPIO expander. It does *not* change "direction" (input/output) of pins, it just sets pins high or low. But all the pins are written at once. There's no way to change just one pin's value; you send a full byte of all eight row pins. (Not all of them are in use, but that doesn't matter.) So every pin is either +V or ground. This is in contrast with the right-hand side, which is using input mode to make pins be neutral. So there's no need to "deselect" the rows on the left side at all. To select row 0, you set the GPIO register for the rows to 0xFE. The previous code would then set it back to 0xFF, then set it to 0xFD on the next cycle. But we can just omit the intervening step, and set it to 0xFD next cycle, and get the same results. And yes, I tested that the keyboard still works. On my system, scan rate as reported by DEBUG_SCAN_RATE goes from 445 or so to 579 or so, thus, from ~2.24ms to ~1.73ms. Signed-off-by: seebs <seebs@seebs.net>
2017-11-26improve ergodox ez performanceSeebs
With these changes, the ergodox ez goes from 315 scans per second when no keys are pressed (~3.17ms/scan) to 447 (~2.24ms/scan). The changes to the pin read are just condensing the logic, and replacing a lot of conditional operations with a single bitwise inversion. The change to row scanning is more significant, and merits explanation. In general, you can only scan one row of a keyboard at a time, because if you scan two rows, you no longer know which row is pulling a given column down. But in the Ergodox design, this isn't the case; the left hand is controlled by an I2C-based GPIO expander, and the columns and rows are *completely separate* electrically from the columns and rows on the right-hand side. So simply reading rows in parallel offers two significant improvements. One is that we no longer need the 30us delay after each right-hand row, because we're spending more than 30us communicating with the left hand over i2c. Another is that we're no longer wastefully sending i2c messages to the left hand to unselect rows when no rows had actually been selected in the first place. These delays were, between them, coming out to nearly 30% of the time spent in each scan. Signed-off-by: seebs <seebs@seebs.net>
2017-10-27update left led supportDon Armstrong
2017-08-23Creates a layouts/ folder for keymaps shared between keyboards (#1609)Jack Humbert
* include variables and .h files as pp directives * start layout compilation * split ergodoxes up * don't compile all layouts for everything * might seg fault * reset layouts variable * actually reset layouts * include rules.mk instead * remove includes from rules.mk * update variable setting * load visualizer from path * adds some more examples * adds more layouts * more boards added * more boards added * adds documentation for layouts * use lowercase names for LAYOUT_ * add layout.json files for each layout * add community folder, default keymaps for layouts * touch-up default layouts * touch-up layouts, some keyboard rules.mk * update documentation for layouts * fix up serial/i2c switches
2016-07-29Initial structure for Ergodox as subprojectsFred Sundvik
Only the EZ default keymaps compiles at the moment though.
2016-07-06fix/annotate wait_us linesJack Humbert
2016-07-04Adds wait to i2c (debounce)Jack Humbert
2016-07-04Improves debounceJack 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
2016-06-23updates ez's matrix to specJack Humbert
2016-06-21Renames keyboard folder to keyboards, adds couple of tmk's fixes (#432)Jack Humbert
* fixes from tmk's repo * rename keyboard to keyboards