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/*
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, mod;
(void)action_layer;
(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_LAUNCHPAD:
action.code = ACTION_USAGE_CONSUMER(KEYCODE2CONSUMER(keycode));
break;
#endif
case KC_MS_UP ... KC_MS_ACCEL2:
action.code = ACTION_MOUSEKEY(keycode);
break;
case KC_TRANSPARENT:
action.code = ACTION_TRANSPARENT;
break;
case QK_MODS ... QK_MODS_MAX:;
// Has a modifier
// Split it up
#ifdef LEGACY_MAGIC_HANDLING
action.code = ACTION_MODS_KEY(QK_MODS_GET_MODS(keycode), QK_MODS_GET_BASIC_KEYCODE(keycode)); // adds modifier to key
#else // LEGACY_MAGIC_HANDLING
action.code = ACTION_MODS_KEY(mod_config(QK_MODS_GET_MODS(keycode)), keycode_config(QK_MODS_GET_BASIC_KEYCODE(keycode))); // adds modifier to key
#endif // LEGACY_MAGIC_HANDLING
break;
case QK_LAYER_TAP ... QK_LAYER_TAP_MAX:
#if !defined(NO_ACTION_LAYER) && !defined(NO_ACTION_TAPPING)
# ifdef LEGACY_MAGIC_HANDLING
action.code = ACTION_LAYER_TAP_KEY(QK_LAYER_TAP_GET_LAYER(keycode), QK_LAYER_TAP_GET_TAP_KEYCODE(keycode));
# else // LEGACY_MAGIC_HANDLING
action.code = ACTION_LAYER_TAP_KEY(QK_LAYER_TAP_GET_LAYER(keycode), keycode_config(QK_LAYER_TAP_GET_TAP_KEYCODE(keycode)));
# endif // LEGACY_MAGIC_HANDLING
#else
// pass through keycode_config again, since it previously missed it
// and then only send as ACTION_KEY to bypass most of action.c handling
action.code = ACTION_KEY(keycode_config(QK_LAYER_TAP_GET_TAP_KEYCODE(keycode)));
#endif
break;
#ifndef NO_ACTION_LAYER
case QK_TO ... QK_TO_MAX:;
// Layer set "GOTO"
action_layer = QK_TO_GET_LAYER(keycode);
action.code = ACTION_LAYER_GOTO(action_layer);
break;
case QK_MOMENTARY ... QK_MOMENTARY_MAX:;
// Momentary action_layer
action_layer = QK_MOMENTARY_GET_LAYER(keycode);
action.code = ACTION_LAYER_MOMENTARY(action_layer);
break;
case QK_DEF_LAYER ... QK_DEF_LAYER_MAX:;
// Set default action_layer
action_layer = QK_DEF_LAYER_GET_LAYER(keycode);
action.code = ACTION_DEFAULT_LAYER_SET(action_layer);
break;
case QK_TOGGLE_LAYER ... QK_TOGGLE_LAYER_MAX:;
// Set toggle
action_layer = QK_TOGGLE_LAYER_GET_LAYER(keycode);
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 = QK_ONE_SHOT_LAYER_GET_LAYER(keycode);
action.code = ACTION_LAYER_ONESHOT(action_layer);
break;
#endif // NO_ACTION_ONESHOT
case QK_ONE_SHOT_MOD ... QK_ONE_SHOT_MOD_MAX:;
// OSM(mod) - One-shot mod
mod = mod_config(QK_ONE_SHOT_MOD_GET_MODS(keycode));
#if defined(NO_ACTION_TAPPING) || defined(NO_ACTION_ONESHOT)
action.code = ACTION_MODS(mod);
#else // defined(NO_ACTION_TAPPING) || defined(NO_ACTION_ONESHOT)
action.code = ACTION_MODS_ONESHOT(mod);
#endif // defined(NO_ACTION_TAPPING) || defined(NO_ACTION_ONESHOT)
break;
#ifndef NO_ACTION_LAYER
case QK_LAYER_TAP_TOGGLE ... QK_LAYER_TAP_TOGGLE_MAX:
# ifndef NO_ACTION_TAPPING
action.code = ACTION_LAYER_TAP_TOGGLE(QK_LAYER_TAP_TOGGLE_GET_LAYER(keycode));
# else // NO_ACTION_TAPPING
# ifdef NO_ACTION_TAPPING_TAP_TOGGLE_MO
action.code = ACTION_LAYER_MOMENTARY(QK_LAYER_TAP_TOGGLE_GET_LAYER(keycode));
# else // NO_ACTION_TAPPING_TAP_TOGGLE_MO
action.code = ACTION_LAYER_TOGGLE(QK_LAYER_TAP_TOGGLE_GET_LAYER(keycode));
# endif // NO_ACTION_TAPPING_TAP_TOGGLE_MO
# endif // NO_ACTION_TAPPING
break;
case QK_LAYER_MOD ... QK_LAYER_MOD_MAX:
mod = mod_config(QK_LAYER_MOD_GET_MODS(keycode));
action_layer = QK_LAYER_MOD_GET_LAYER(keycode);
action.code = ACTION_LAYER_MODS(action_layer, (mod & 0x10) ? mod << 4 : mod);
break;
#endif // NO_ACTION_LAYER
case QK_MOD_TAP ... QK_MOD_TAP_MAX:
#ifndef NO_ACTION_TAPPING
mod = mod_config(QK_MOD_TAP_GET_MODS(keycode));
# ifdef LEGACY_MAGIC_HANDLING
action.code = ACTION_MODS_TAP_KEY(mod, QK_MOD_TAP_GET_TAP_KEYCODE(keycode));
# else // LEGACY_MAGIC_HANDLING
action.code = ACTION_MODS_TAP_KEY(mod, keycode_config(QK_MOD_TAP_GET_TAP_KEYCODE(keycode)));
# endif // LEGACY_MAGIC_HANDLING
#else // NO_ACTION_TAPPING
# ifdef NO_ACTION_TAPPING_MODTAP_MODS
// pass through mod_config again, since it previously missed it
// and then only send as ACTION_KEY to bypass most of action.c handling
action.code = ACTION_MODS(mod_config(QK_MOD_TAP_GET_MODS(keycode)));
# else // NO_ACTION_TAPPING_MODTAP_MODS
// pass through keycode_config again, since it previously missed it
// and then only send as ACTION_KEY to bypass most of action.c handling
action.code = ACTION_KEY(keycode_config(QK_MOD_TAP_GET_TAP_KEYCODE(keycode)));
# endif // NO_ACTION_TAPPING_MODTAP_MODS
#endif // NO_ACTION_TAPPING
break;
#ifdef SWAP_HANDS_ENABLE
case QK_SWAP_HANDS ... QK_SWAP_HANDS_MAX:
# ifdef LEGACY_MAGIC_HANDLING
action.code = ACTION(ACT_SWAP_HANDS, QK_SWAP_HANDS_GET_TAP_KEYCODE(keycode));
# else // LEGACY_MAGIC_HANDLING
action.code = ACTION(ACT_SWAP_HANDS, keycode_config(QK_SWAP_HANDS_GET_TAP_KEYCODE(keycode)));
# endif // LEGACY_MAGIC_HANDLING
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) {
if (key.row < MATRIX_ROWS && key.col < MATRIX_COLS) {
return keycode_at_keymap_location(layer, key.row, key.col);
}
#ifdef ENCODER_MAP_ENABLE
else if (key.row == KEYLOC_ENCODER_CW && key.col < NUM_ENCODERS) {
return keycode_at_encodermap_location(layer, key.col, true);
} else if (key.row == KEYLOC_ENCODER_CCW && key.col < NUM_ENCODERS) {
return keycode_at_encodermap_location(layer, key.col, false);
}
#endif // ENCODER_MAP_ENABLE
return KC_NO;
}
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