#include "action_macro.h"
#include "action_util.h"
#include "action.h"
+#include "wait.h"
#ifdef DEBUG_ACTION
#include "debug.h"
#include "nodebug.h"
#endif
+int tp_buttons;
+
+#ifdef RETRO_TAPPING
+int retro_tapping_counter = 0;
+#endif
+
+#ifdef FAUXCLICKY_ENABLE
+#include <fauxclicky.h>
+#endif
void action_exec(keyevent_t event)
{
if (!IS_NOEVENT(event)) {
dprint("\n---- action_exec: start -----\n");
dprint("EVENT: "); debug_event(event); dprintln();
+#ifdef RETRO_TAPPING
+ retro_tapping_counter++;
+#endif
+ }
+
+#ifdef FAUXCLICKY_ENABLE
+ if (IS_PRESSED(event)) {
+ FAUXCLICKY_ACTION_PRESS;
+ }
+ if (IS_RELEASED(event)) {
+ FAUXCLICKY_ACTION_RELEASE;
}
+ fauxclicky_check();
+#endif
#ifdef ONEHAND_ENABLE
if (!IS_NOEVENT(event)) {
#if (defined(ONESHOT_TIMEOUT) && (ONESHOT_TIMEOUT > 0))
if (has_oneshot_layer_timed_out()) {
- dprintf("Oneshot layer: timeout\n");
clear_oneshot_layer_state(ONESHOT_OTHER_KEY_PRESSED);
}
+ if (has_oneshot_mods_timed_out()) {
+ clear_oneshot_mods();
+ }
#endif
#ifndef NO_ACTION_TAPPING
void process_action(keyrecord_t *record, action_t action)
{
- bool do_release_oneshot = false;
keyevent_t event = record->event;
#ifndef NO_ACTION_TAPPING
uint8_t tap_count = record->tap.count;
}
#ifndef NO_ACTION_ONESHOT
+ bool do_release_oneshot = false;
// notice we only clear the one shot layer if the pressed key is not a modifier.
if (is_oneshot_layer_active() && event.pressed && !IS_MOD(action.key.code)) {
clear_oneshot_layer_state(ONESHOT_OTHER_KEY_PRESSED);
/* Mouse key */
case ACT_MOUSEKEY:
if (event.pressed) {
+ switch (action.key.code) {
+ case KC_MS_BTN1:
+ tp_buttons |= (1<<0);
+ break;
+ case KC_MS_BTN2:
+ tp_buttons |= (1<<1);
+ break;
+ case KC_MS_BTN3:
+ tp_buttons |= (1<<2);
+ break;
+ default:
+ break;
+ }
mousekey_on(action.key.code);
mousekey_send();
} else {
+ switch (action.key.code) {
+ case KC_MS_BTN1:
+ tp_buttons &= ~(1<<0);
+ break;
+ case KC_MS_BTN2:
+ tp_buttons &= ~(1<<1);
+ break;
+ case KC_MS_BTN3:
+ tp_buttons &= ~(1<<2);
+ break;
+ default:
+ break;
+ }
mousekey_off(action.key.code);
mousekey_send();
}
} else {
if (tap_count > 0) {
dprint("KEYMAP_TAP_KEY: Tap: unregister_code\n");
+ if (action.layer_tap.code == KC_CAPS) {
+ wait_ms(80);
+ }
unregister_code(action.layer_tap.code);
} else {
dprint("KEYMAP_TAP_KEY: No tap: Off on release\n");
break;
}
+#ifndef NO_ACTION_LAYER
+ // if this event is a layer action, update the leds
+ switch (action.kind.id) {
+ case ACT_LAYER:
+ #ifndef NO_ACTION_TAPPING
+ case ACT_LAYER_TAP:
+ case ACT_LAYER_TAP_EXT:
+ #endif
+ led_set(host_keyboard_leds());
+ break;
+ default:
+ break;
+ }
+#endif
+
+#ifndef NO_ACTION_TAPPING
+ #ifdef RETRO_TAPPING
+ if (!is_tap_key(record->event.key)) {
+ retro_tapping_counter = 0;
+ } else {
+ if (event.pressed) {
+ if (tap_count > 0) {
+ retro_tapping_counter = 0;
+ } else {
+
+ }
+ } else {
+ if (tap_count > 0) {
+ retro_tapping_counter = 0;
+ } else {
+ if (retro_tapping_counter == 2) {
+ register_code(action.layer_tap.code);
+ unregister_code(action.layer_tap.code);
+ }
+ retro_tapping_counter = 0;
+ }
+ }
+ }
+ #endif
+#endif
+
#ifndef NO_ACTION_ONESHOT
/* Because we switch layers after a oneshot event, we need to release the
* key before we leave the layer or no key up event will be generated.
#endif
add_key(KC_CAPSLOCK);
send_keyboard_report();
+ wait_ms(100);
del_key(KC_CAPSLOCK);
send_keyboard_report();
}
#endif
add_key(KC_NUMLOCK);
send_keyboard_report();
+ wait_ms(100);
del_key(KC_NUMLOCK);
send_keyboard_report();
}
#endif
add_key(KC_SCROLLLOCK);
send_keyboard_report();
+ wait_ms(100);
del_key(KC_SCROLLLOCK);
send_keyboard_report();
}