Commit Graph

119 Commits (e3541853a9d7f6435c08e4150ac3bda3d6c68e98)

Author SHA1 Message Date
Gergely Nagy 857aa5bef6 process_unicode: Call process_ucis() automatically
If UCIS is enabled, call process_ucis() automatically from
process_record_quantum().

Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
2016-08-15 10:08:53 +02:00
Gergely Nagy 0b6861827f process_unicode: Handle too long UCIS symbol names
If the symbol name being entered is longer than the max, stop recording
it, and stop processing keycodes apart from the ones that can delete,
finish or cancel the sequence.

Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
2016-08-15 10:08:53 +02:00
Gergely Nagy fa06a16360 process_unicode: Add a way to enter unicode symbols by name
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>
2016-08-15 10:08:53 +02:00
Gergely Nagy 63e5782d2c process_unicode: Small refactor & linux fix
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>
2016-08-15 10:08:53 +02:00
Gergely Nagy 8bdf745909 process_unicode: Fix set_unicode_input_mode()
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>
2016-08-13 10:37:01 +02:00
Gergely Nagy b21e8b97ac tap-dance: Add some debugging support
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
2016-07-27 14:49:19 +02:00
Jack Humbert 8b94e26d7c Fixes midi functionality 2016-07-24 22:07:43 -04:00
Jack Humbert 24bd931962 Merge pull request #552 from robertdale/music-play-fix
Fixes issue #551 - ensure there's a recording to play before playing
2016-07-24 21:58:01 -04:00
Robert Dale 3ea738e450 ensure there's a recording to play before playing; also enables the LGUI button to play a tone 2016-07-24 10:00:39 -04:00
Gergely Nagy 44e16ffc80 tap-dance: Code cleanup
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>
2016-07-22 09:10:17 +02:00
Gergely Nagy ce8cc9219f tap-dance: Support user_data for the callbacks
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>
2016-07-22 09:10:17 +02:00
Gergely Nagy 70e42489de tap-dance: Support for holding keys
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>
2016-07-22 09:10:17 +02:00
Pavlos Vinieratos 4e6a8627d8 add a couple of comments 2016-07-19 18:18:57 +02:00
Pavlos Vinieratos d5daec2a58 on_each_tap_fn is called on tap down and tap up 2016-07-19 18:18:57 +02:00
Pavlos Vinieratos dda2fd6ff3 in the default case, it should be called if there is actually a tap
dance happening, and in the normal case, it should be called when the
tap down is happening.
2016-07-18 23:34:02 +02:00
Pavlos Vinieratos d3091faf36 change naming, and remove extraneous definition 2016-07-17 08:28:03 +02:00
Pavlos Vinieratos f3b56701ed add an `anyway` and a `reset` callback
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.
2016-07-16 00:04:12 +02:00
Pavlos Vinieratos 1a7e954f9f in case its NULL 2016-07-16 00:04:12 +02:00
Jack Humbert 65faab3b89 Moves features to their own files (process_*), adds tap dance feature (#460)
* 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
2016-06-29 17:49:41 -04:00