tmk_keyboard/common/action_layer.c

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#include <stdint.h>
#include "keyboard.h"
#include "action.h"
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#include "util.h"
#include "action_layer.h"
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#ifdef DEBUG_ACTION
#include "debug.h"
#else
#include "nodebug.h"
#endif
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/*
* Default Layer State
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*/
uint32_t default_layer_state = 0;
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static void default_layer_state_set(uint32_t state)
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{
debug("default_layer_state: ");
default_layer_debug(); debug(" to ");
default_layer_state = state;
default_layer_debug(); debug("\n");
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clear_keyboard_but_mods(); // To avoid stuck keys
}
void default_layer_debug(void)
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{
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dprintf("%08lX(%u)", default_layer_state, biton32(default_layer_state));
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}
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void default_layer_set(uint32_t state)
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{
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default_layer_state_set(state);
}
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#ifndef NO_ACTION_LAYER
void default_layer_or(uint32_t state)
{
default_layer_state_set(default_layer_state | state);
}
void default_layer_and(uint32_t state)
{
default_layer_state_set(default_layer_state & state);
}
void default_layer_xor(uint32_t state)
{
default_layer_state_set(default_layer_state ^ state);
}
#endif
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#ifndef NO_ACTION_LAYER
/*
* Keymap Layer State
*/
uint32_t layer_state = 0;
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static void layer_state_set(uint32_t state)
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{
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dprint("layer_state: ");
layer_debug(); dprint(" to ");
layer_state = state;
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layer_debug(); dprintln();
clear_keyboard_but_mods(); // To avoid stuck keys
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}
void layer_clear(void)
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{
layer_state_set(0);
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}
void layer_move(uint8_t layer)
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{
layer_state_set(1UL<<layer);
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}
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void layer_on(uint8_t layer)
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{
layer_state_set(layer_state | (1UL<<layer));
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}
void layer_off(uint8_t layer)
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{
layer_state_set(layer_state & ~(1UL<<layer));
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}
void layer_invert(uint8_t layer)
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{
layer_state_set(layer_state ^ (1UL<<layer));
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}
void layer_or(uint32_t state)
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{
layer_state_set(layer_state | state);
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}
void layer_and(uint32_t state)
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{
layer_state_set(layer_state & state);
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}
void layer_xor(uint32_t state)
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{
layer_state_set(layer_state ^ state);
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}
void layer_debug(void)
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{
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dprintf("%08lX(%u)", layer_state, biton32(layer_state));
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}
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#endif
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action_t layer_switch_get_action(key_t key)
{
action_t action;
action.code = ACTION_TRANSPARENT;
#ifndef NO_ACTION_LAYER
uint32_t layers = layer_state | default_layer_state;
/* check top layer first */
for (int8_t i = 31; i >= 0; i--) {
if (layers & (1UL<<i)) {
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action = action_for_key(i, key);
if (action.code != ACTION_TRANSPARENT) {
return action;
}
}
}
/* fall back to layer 0 */
action = action_for_key(0, key);
return action;
#else
action = action_for_key(biton32(default_layer_state), key);
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return action;
#endif
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}