Age | Commit message (Collapse) | Author |
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The purpose of this change is to allow keymaps to specify a dictionary
of unicode symbol name to code mappings, and let the person at the
keyboard enter unicode symbols by name.
This is done by having a way to trigger unicode symbol input mode, when
all keys are cached until Esc, Enter or Space are pressed. Once that
happens, we try to look up the symbol from our lookup table. If found,
we erase back, and type the unicode magic in to get that symbol. If not
found, we still erase back, start unicode input mode, and replay what
the user typed in.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
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This moves the unicode input start / end sequences into their own
functions, so keymaps and other functionality can build on it too.
At the same time, it changes how the Linux variant works, to match
reality: CTRL+SHIFT must be unregistered too, and we close the thing
with a Space instead.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
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In the header, this was defined as `set_unicode_input_mode`, but the
implementation had `set_unicode_mode` for a name. Changed the
implementation to match the header.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
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rename keymap_cyrillic.h to keymap_unicode_cyrillic.h
changed CY_RUBLE and CY_NUMERO to CY_RUBL and CY_NMRO in
keymap_unicode_cyrillic.h
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Add keymap_cyrillic.h, lots of cyrillic characters
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Clean up formatting & tiny refactor in rgblight.c
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There are linker errors due to missing led funcitonality though
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Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
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De-dupe repeated code
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Fix formatting issues, clarify comments
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Fix misspelled command in Norwegian helper
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Changed from "NO_AMP" to "NO_AMPR" since the KC one is "KC_AMPR"
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Fixes issue #551 - ensure there's a recording to play before playing
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Fix some errors in bepo mapping
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button to play a tone
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Removes a number of duplicated code, by passing actions around instead
of keycodes, so the various dance action functions do not have to look
up the action, but the caller does that for them.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
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Refactored the code a little, so all callbacks now receive a `user_data`
pointer, which can be anything. As an example, the key pairs from
`ACTION_TAP_DANCE_DOUBLE` now use this, and custom, built-in functions.
This makes it easier to extend the tap dance functionality, and also
simplifies the code a little.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
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With this change, tap dance will now store the pressed state of the
tap-dance key, and allow one to make an action sooner, while the key is
still held, and only unregister when the key is released.
The registration must happen in the `on_dance_finished` callback, while
unregistering goes to `on_reset`. The surrounding code makes sure not to
call either multiple times.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
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keymap_extras changes
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dance happening, and in the normal case, it should be called when the
tap down is happening.
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when using tap dance, we have the `regular` callback that is called on
the last tap. this commit adds an `anyway` callback that is called on
every tap, and a `reset` callback that is called on reset of the tap
dance taps.
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that makes it easy to call reset_keyboard() from a function in a keymap
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Canceling Space Cadet state with opposite shift key
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According to Jack, this makes the return case not be processed. Doesn't
break anything in the firmware.
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Moves RGB controls out of the macro function and assigns them their own
keycodes:
RGB_TOG (toggle on/off)
RGB_MOD (mode step)
RGB_HUI (increase hue)
RGB_HUD (decrease hue)
RGB_SAI (increase saturation)
RGB_SAD (decrease saturation)
RGB_VAI (increase brightness)
RGB_VAD (decrease brightness)
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Integrate visualizer for ChibiOS and Infinity Ergodox
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Also rename it to visualizer.c
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The functionality can now be found in the infinity_erogodox.c file
instead.
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Rename from USE_SERIAL_LINK -> SERIAL_LINK_ENABLE
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Visualizer and serial link initialized in the wrong order.
The LED_ENABLED define wasn't set properly
uGfx is always initialized
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