Commit Graph

11 Commits (2366ebfbbdeb6ec29cc9a0facda44d666305dd6e)

Author SHA1 Message Date
skullydazed 23839b8c6d Clarify the quantum license (#1042)
* Clarify the license for files we have signoff on

* Update against the currently signed off files

* Remove unused and not clearly licensed headers

* Replace an #endif I accidentally removed while resolving merge conflicts
8 years ago
Gabriel Young d11962aeb2 fix 'stop_all_notes' naming to be more consistent 8 years ago
Gabriel Young a64ae10662 Update existing keymaps
Update existing keymaps to enable MIDI_BASIC functionality.  Also added
an option MIDI_ENABLE_STRICT to be strict about keycode use (which also
reduces memory footprint at runtime)
8 years ago
Gabriel Young ea14ed122f Add basic layer to sample MIDI keycap 8 years ago
Gabriel Young 1000799d1e Factor basic note processing into respective processors 8 years ago
Gabriel Young 525be99ee9 Split MIDI functionality into MIDI_BASIC and MIDI_ADVANCED
MIDI_ENABLE = no

   text	   data	    bss	    dec	    hex	filename
      0	  17080	      0	  17080	   42b8	satan_midi.hex

MIDI_ENABLE = yes
MIDI_BASIC undefined
MIDI_ADVANCED undefined

   text	   data	    bss	    dec	    hex	filename
      0	  19494	      0	  19494	   4c26	satan_midi.hex

MIDI_ENABLE = yes
#define MIDI_BASIC
MIDI_ADVANCED undefined

   text	   data	    bss	    dec	    hex	filename
      0	  19788	      0	  19788	   4d4c	satan_midi.hex

MIDI_ENABLE = yes
MIDI_BASIC undefined
#define MIDI_ADVANCED

   text	   data	    bss	    dec	    hex	filename
      0	  20846	      0	  20846	   516e	satan_midi.hex

MIDI_ENABLE = yes
#define MIDI_BASIC
#define MIDI_ADVANCED

   text	   data	    bss	    dec	    hex	filename
      0	  21140	      0	  21140	   5294	satan_midi.hex
8 years ago
Jack Humbert 841d7e6a1d turn off rgb_midi in ez 8 years ago
Jack Humbert 273faa4d9c add different scales for music mode 8 years ago
Jack Humbert ae95834f5a specialise music variables 8 years ago
Robert Dale 3ea738e450 ensure there's a recording to play before playing; also enables the LGUI button to play a tone 8 years ago
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
9 years ago