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1 #include <stdint.h>
2 #include "keyboard.h"
3 #include "action.h"
4 #include "util.h"
5 #include "action_layer.h"
6
7 #ifdef DEBUG_ACTION
8 #include "debug.h"
9 #else
10 #include "nodebug.h"
11 #endif
12
13
14 /*
15  * Default Layer State
16  */
17 uint32_t default_layer_state = 0;
18
19 __attribute__((weak))
20 uint32_t default_layer_state_set_kb(uint32_t state) {
21     return state;
22 }
23
24 static void default_layer_state_set(uint32_t state)
25 {
26     state = default_layer_state_set_kb(state);
27     debug("default_layer_state: ");
28     default_layer_debug(); debug(" to ");
29     default_layer_state = state;
30     default_layer_debug(); debug("\n");
31     clear_keyboard_but_mods(); // To avoid stuck keys
32 }
33
34 void default_layer_debug(void)
35 {
36     dprintf("%08lX(%u)", default_layer_state, biton32(default_layer_state));
37 }
38
39 void default_layer_set(uint32_t state)
40 {
41     default_layer_state_set(state);
42 }
43
44 #ifndef NO_ACTION_LAYER
45 void default_layer_or(uint32_t state)
46 {
47     default_layer_state_set(default_layer_state | state);
48 }
49 void default_layer_and(uint32_t state)
50 {
51     default_layer_state_set(default_layer_state & state);
52 }
53 void default_layer_xor(uint32_t state)
54 {
55     default_layer_state_set(default_layer_state ^ state);
56 }
57 #endif
58
59
60 #ifndef NO_ACTION_LAYER
61 /*
62  * Keymap Layer State
63  */
64 uint32_t layer_state = 0;
65
66 __attribute__((weak))
67 uint32_t layer_state_set_user(uint32_t state) {
68     return state;
69 }
70
71 __attribute__((weak))
72 uint32_t layer_state_set_kb(uint32_t state) {
73     return layer_state_set_user(state);
74 }
75
76 static void layer_state_set(uint32_t state)
77 {
78     state = layer_state_set_kb(state);
79     dprint("layer_state: ");
80     layer_debug(); dprint(" to ");
81     layer_state = state;
82     layer_debug(); dprintln();
83     clear_keyboard_but_mods(); // To avoid stuck keys
84 }
85
86 void layer_clear(void)
87 {
88     layer_state_set(0);
89 }
90
91 void layer_move(uint8_t layer)
92 {
93     layer_state_set(1UL<<layer);
94 }
95
96 void layer_on(uint8_t layer)
97 {
98     layer_state_set(layer_state | (1UL<<layer));
99 }
100
101 void layer_off(uint8_t layer)
102 {
103     layer_state_set(layer_state & ~(1UL<<layer));
104 }
105
106 void layer_invert(uint8_t layer)
107 {
108     layer_state_set(layer_state ^ (1UL<<layer));
109 }
110
111 void layer_or(uint32_t state)
112 {
113     layer_state_set(layer_state | state);
114 }
115 void layer_and(uint32_t state)
116 {
117     layer_state_set(layer_state & state);
118 }
119 void layer_xor(uint32_t state)
120 {
121     layer_state_set(layer_state ^ state);
122 }
123
124 void layer_debug(void)
125 {
126     dprintf("%08lX(%u)", layer_state, biton32(layer_state));
127 }
128 #endif
129
130 #if !defined(NO_ACTION_LAYER) && defined(PREVENT_STUCK_MODIFIERS)
131 uint8_t source_layers_cache[(MATRIX_ROWS * MATRIX_COLS + 7) / 8][MAX_LAYER_BITS] = {{0}};
132
133 void update_source_layers_cache(keypos_t key, uint8_t layer)
134 {
135     const uint8_t key_number = key.col + (key.row * MATRIX_COLS);
136     const uint8_t storage_row = key_number / 8;
137     const uint8_t storage_bit = key_number % 8;
138
139     for (uint8_t bit_number = 0; bit_number < MAX_LAYER_BITS; bit_number++) {
140         source_layers_cache[storage_row][bit_number] ^=
141             (-((layer & (1U << bit_number)) != 0)
142              ^ source_layers_cache[storage_row][bit_number])
143             & (1U << storage_bit);
144     }
145 }
146
147 uint8_t read_source_layers_cache(keypos_t key)
148 {
149     const uint8_t key_number = key.col + (key.row * MATRIX_COLS);
150     const uint8_t storage_row = key_number / 8;
151     const uint8_t storage_bit = key_number % 8;
152     uint8_t layer = 0;
153
154     for (uint8_t bit_number = 0; bit_number < MAX_LAYER_BITS; bit_number++) {
155         layer |=
156             ((source_layers_cache[storage_row][bit_number]
157               & (1U << storage_bit)) != 0)
158             << bit_number;
159     }
160
161     return layer;
162 }
163 #endif
164
165 /*
166  * Make sure the action triggered when the key is released is the same
167  * one as the one triggered on press. It's important for the mod keys
168  * when the layer is switched after the down event but before the up
169  * event as they may get stuck otherwise.
170  */
171 action_t store_or_get_action(bool pressed, keypos_t key)
172 {
173 #if !defined(NO_ACTION_LAYER) && defined(PREVENT_STUCK_MODIFIERS)
174     if (disable_action_cache) {
175         return layer_switch_get_action(key);
176     }
177
178     uint8_t layer;
179
180     if (pressed) {
181         layer = layer_switch_get_layer(key);
182         update_source_layers_cache(key, layer);
183     }
184     else {
185         layer = read_source_layers_cache(key);
186     }
187     return action_for_key(layer, key);
188 #else
189     return layer_switch_get_action(key);
190 #endif
191 }
192
193
194 int8_t layer_switch_get_layer(keypos_t key)
195 {
196 #ifndef NO_ACTION_LAYER
197     action_t action;
198     action.code = ACTION_TRANSPARENT;
199
200     uint32_t layers = layer_state | default_layer_state;
201     /* check top layer first */
202     for (int8_t i = 31; i >= 0; i--) {
203         if (layers & (1UL<<i)) {
204             action = action_for_key(i, key);
205             if (action.code != ACTION_TRANSPARENT) {
206                 return i;
207             }
208         }
209     }
210     /* fall back to layer 0 */
211     return 0;
212 #else
213     return biton32(default_layer_state);
214 #endif
215 }
216
217 action_t layer_switch_get_action(keypos_t key)
218 {
219     return action_for_key(layer_switch_get_layer(key), key);
220 }