kmk_firmware/kmk/handlers/stock.py

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from kmk.kmktime import sleep_ms
from kmk.util import reset_bootloader, reset_keyboard
def passthrough(key, state, *args, **kwargs):
return state
def default_pressed(key, state, KC, coord_int=None, coord_raw=None):
state.hid_pending = True
if coord_int is not None:
state.coord_keys_pressed[coord_int] = key
state.keys_pressed.add(key)
return state
def default_released(key, state, KC, coord_int=None, coord_raw=None):
state.hid_pending = True
state.keys_pressed.discard(key)
if coord_int is not None:
state.keys_pressed.discard(state.coord_keys_pressed.get(coord_int, None))
state.coord_keys_pressed[coord_int] = None
return state
def reset(*args, **kwargs):
reset_keyboard()
def bootloader(*args, **kwargs):
reset_bootloader()
def debug_pressed(key, state, KC, *args, **kwargs):
if state.config.debug_enabled:
print('Disabling debug mode, bye!')
else:
print('Enabling debug mode. Welcome to the jungle.')
state.config.debug_enabled = not state.config.debug_enabled
return state
def gesc_pressed(key, state, KC, *args, **kwargs):
GESC_TRIGGERS = {KC.LSHIFT, KC.RSHIFT, KC.LGUI, KC.RGUI}
if GESC_TRIGGERS.intersection(state.keys_pressed):
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# First, release GUI if already pressed
state.keys_pressed.discard(KC.LGUI)
state.keys_pressed.discard(KC.RGUI)
state.config._send_hid()
# if Shift is held, KC_GRAVE will become KC_TILDE on OS level
state.keys_pressed.add(KC.GRAVE)
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state.hid_pending = True
return state
# else return KC_ESC
state.keys_pressed.add(KC.ESCAPE)
state.hid_pending = True
return state
def gesc_released(key, state, KC, *args, **kwargs):
state.keys_pressed.discard(KC.ESCAPE)
state.keys_pressed.discard(KC.GRAVE)
state.hid_pending = True
return state
def bkdl_pressed(key, state, KC, *args, **kwargs):
BKDL_TRIGGERS = {KC.LGUI, KC.RGUI}
if BKDL_TRIGGERS.intersection(state.keys_pressed):
state.config._send_hid()
state.keys_pressed.add(KC.DEL)
state.hid_pending = True
return state
# else return KC_ESC
state.keys_pressed.add(KC.BKSP)
state.hid_pending = True
return state
def bkdl_released(key, state, KC, *args, **kwargs):
state.keys_pressed.discard(KC.BKSP)
state.keys_pressed.discard(KC.DEL)
state.hid_pending = True
return state
def sleep_pressed(key, state, KC, *args, **kwargs):
sleep_ms(key.meta.ms)
return state
def uc_mode_pressed(key, state, *args, **kwargs):
state.config.unicode_mode = key.meta.mode
return state
def leader_pressed(key, state, *args, **kwargs):
return state._begin_leader_mode()
def td_pressed(key, state, *args, **kwargs):
return state._process_tap_dance(key, True)
def td_released(key, state, *args, **kwargs):
return state._process_tap_dance(key, False)
def rgb_tog(key, state, *args, **kwargs):
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if state.config.pixels.animation_mode == 'static_standby':
state.config.pixels.animation_mode = 'static'
state.config.pixels.enabled = not state.config.pixels.enabled
return state
def rgb_hui(key, state, *args, **kwargs):
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state.config.pixels.increase_hue()
return state
def rgb_hud(key, state, *args, **kwargs):
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state.config.pixels.decrease_hue()
return state
def rgb_sai(key, state, *args, **kwargs):
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state.config.pixels.increase_sat()
return state
def rgb_sad(key, state, *args, **kwargs):
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state.config.pixels.decrease_sat()
return state
def rgb_vai(key, state, *args, **kwargs):
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state.config.pixels.increase_val()
return state
def rgb_vad(key, state, *args, **kwargs):
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state.config.pixels.decrease_val()
return state
def rgb_ani(key, state, *args, **kwargs):
state.config.pixels.increase_ani()
return state
def rgb_and(key, state, *args, **kwargs):
state.config.pixels.decrease_ani()
return state
def rgb_mode_static(key, state, *args, **kwargs):
state.config.pixels.effect_init = True
state.config.pixels.animation_mode = 'static'
return state
def rgb_mode_breathe(key, state, *args, **kwargs):
state.config.pixels.effect_init = True
state.config.pixels.animation_mode = 'breathing'
return state
def rgb_mode_breathe_rainbow(key, state, *args, **kwargs):
state.config.pixels.effect_init = True
state.config.pixels.animation_mode = 'breathing_rainbow'
return state
def rgb_mode_rainbow(key, state, *args, **kwargs):
state.config.pixels.effect_init = True
state.config.pixels.animation_mode = 'rainbow'
return state
def rgb_mode_knight(key, state, *args, **kwargs):
state.config.pixels.effect_init = True
state.config.pixels.animation_mode = 'knight'
return state
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def led_tog(key, state, *args, **kwargs):
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if state.config.led.animation_mode == 'static_standby':
state.config.led.animation_mode = 'static'
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state.config.led.enabled = not state.config.led.enabled
return state
def led_inc(key, state, *args, **kwargs):
state.config.led.increase_brightness()
return state
def led_dec(key, state, *args, **kwargs):
state.config.led.decrease_brightness()
return state
def led_ani(key, state, *args, **kwargs):
state.config.led.increase_ani()
return state
def led_and(key, state, *args, **kwargs):
state.config.led.decrease_ani()
return state
def led_mode_static(key, state, *args, **kwargs):
state.config.led.effect_init = True
state.config.led.animation_mode = 'static'
return state
def led_mode_breathe(key, state, *args, **kwargs):
state.config.led.effect_init = True
state.config.led.animation_mode = 'breathing'
return state