Initial attempt to merge internal_state with kmk_keyboard. Seems to work on Plank so far

fix formatting

Example of new "Extension"/plugin system, using LED

Cleanup of RGB code

staticmethod to proper, normal methods

Needs cleanup, but: migrate Leader to Extension API

remove useless self reurns

fix an AttributeError with Leader key removal

Checkpoint from the weekend: split as an Extension (not working or done yet)

wip
This commit is contained in:
Josh Klar
2019-07-28 17:09:58 -07:00
committed by Kyle Brown
parent b8cb4bda98
commit 2c4e866024
15 changed files with 879 additions and 812 deletions

View File

@@ -6,23 +6,23 @@ def passthrough(key, state, *args, **kwargs):
def default_pressed(key, state, KC, coord_int=None, coord_raw=None):
state.hid_pending = True
state._hid_pending = True
if coord_int is not None:
state.coord_keys_pressed[coord_int] = key
state._coord_keys_pressed[coord_int] = key
state.keys_pressed.add(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)
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
state._keys_pressed.discard(state._coord_keys_pressed.get(coord_int, None))
state._coord_keys_pressed[coord_int] = None
return state
@@ -53,12 +53,12 @@ def bootloader(*args, **kwargs):
def debug_pressed(key, state, KC, *args, **kwargs):
if state.config.debug_enabled:
if state.debug_enabled:
print('DebugDisable()')
else:
print('DebugEnable()')
state.config.debug_enabled = not state.config.debug_enabled
state.debug_enabled = not state.debug_enabled
return state
@@ -66,48 +66,48 @@ def debug_pressed(key, state, KC, *args, **kwargs):
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):
if GESC_TRIGGERS.intersection(state._keys_pressed):
# First, release GUI if already pressed
state.config._send_hid()
state._send_hid()
# if Shift is held, KC_GRAVE will become KC_TILDE on OS level
state.keys_pressed.add(KC.GRAVE)
state.hid_pending = True
state._keys_pressed.add(KC.GRAVE)
state._hid_pending = True
return state
# else return KC_ESC
state.keys_pressed.add(KC.ESCAPE)
state.hid_pending = True
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
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
if BKDL_TRIGGERS.intersection(state._keys_pressed):
state._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
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
state._keys_pressed.discard(KC.BKSP)
state._keys_pressed.discard(KC.DEL)
state._hid_pending = True
return state
@@ -117,15 +117,11 @@ def sleep_pressed(key, state, KC, *args, **kwargs):
def uc_mode_pressed(key, state, *args, **kwargs):
state.config.unicode_mode = key.meta.mode
state.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)
@@ -135,137 +131,83 @@ def td_released(key, state, *args, **kwargs):
def rgb_tog(key, state, *args, **kwargs):
if state.config.pixels.animation_mode == 'static_standby':
state.config.pixels.animation_mode = 'static'
state.config.pixels.enabled = not state.config.pixels.enabled
if state.pixels.animation_mode == 'static_standby':
state.pixels.animation_mode = 'static'
state.pixels.enabled = not state.pixels.enabled
return state
def rgb_hui(key, state, *args, **kwargs):
state.config.pixels.increase_hue()
state.pixels.increase_hue()
return state
def rgb_hud(key, state, *args, **kwargs):
state.config.pixels.decrease_hue()
state.pixels.decrease_hue()
return state
def rgb_sai(key, state, *args, **kwargs):
state.config.pixels.increase_sat()
state.pixels.increase_sat()
return state
def rgb_sad(key, state, *args, **kwargs):
state.config.pixels.decrease_sat()
state.pixels.decrease_sat()
return state
def rgb_vai(key, state, *args, **kwargs):
state.config.pixels.increase_val()
state.pixels.increase_val()
return state
def rgb_vad(key, state, *args, **kwargs):
state.config.pixels.decrease_val()
state.pixels.decrease_val()
return state
def rgb_ani(key, state, *args, **kwargs):
state.config.pixels.increase_ani()
state.pixels.increase_ani()
return state
def rgb_and(key, state, *args, **kwargs):
state.config.pixels.decrease_ani()
state.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'
state.pixels.effect_init = True
state.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'
state.pixels.effect_init = True
state.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'
state.pixels.effect_init = True
state.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'
state.pixels.effect_init = True
state.pixels.animation_mode = 'rainbow'
return state
def rgb_mode_swirl(key, state, *args, **kwargs):
state.config.pixels.effect_init = True
state.config.pixels.animation_mode = 'swirl'
state.pixels.effect_init = True
state.pixels.animation_mode = 'swirl'
return state
def rgb_mode_knight(key, state, *args, **kwargs):
state.config.pixels.effect_init = True
state.config.pixels.animation_mode = 'knight'
return state
def led_tog(key, state, *args, **kwargs):
if state.config.led.animation_mode == 'static_standby':
state.config.led.animation_mode = 'static'
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
def bt_clear_bonds(key, state, *args, **kwargs):
state.config._hid_helper_inst.clear_bonds()
return state
def bt_next_conn(key, state, *args, **kwargs):
state.config._hid_helper_inst.next_connection()
return state
def bt_prev_conn(key, state, *args, **kwargs):
state.config._hid_helper_inst.previous_connection()
state.pixels.effect_init = True
state.pixels.animation_mode = 'knight'
return state