New encoder module, with button action support

This commit is contained in:
elric91 2021-09-11 21:41:40 +02:00 committed by Kyle Brown
parent 1222477866
commit 7993a4e415

189
kmk/modules/new_encoder.py Normal file
View File

@ -0,0 +1,189 @@
# How to use this module in your main / code file
#
# 1. load the module
# from kmk.modules.new_encoder import EncoderHandler
# encoder_handler = EncoderHandler()
# keyboard.modules = [layers, modtap, encoder_handler]
#
# 2. Define the pins for each encoder (pin_a, pin_b, pin_button, True for an inversed encoder)
# encoder_handler.pins = ((board.GP17, board.GP15, board.GP14, False), (encoder 2 definition), etc. )
#
# 3. Define the mapping of keys to be called (1 / layer)
# encoder_handler.map = [(( KC.A, KC.Z, KC.E),(encoder 2 mapping), (etc.)), # Layer 1
# ((KC.A, KC.Z, KC.N1),(encoder 2 mapping), (etc.)), # Layer 2
# ((KC.A, KC.Z, KC.N1),(encoder 2 mapping), (etc.)), # Layer 3
# ((KC.A, KC.Z, KC.N1),(encoder 2 mapping), (etc.)), # Layer 4
# ]
# 4. Encoder methods on_move_do and on_button_do can be overwritten for complex use cases
#
import board
import digitalio
from kmk.modules import Module
# NB : not using rotaryio as it requires the pins to be consecutive
class Encoder:
_debug = False
_debug_counter = 0
STATES = {
# old_pos_a, old_pos_b, new_pos_a, new_pos_b
# -1 : Left ; 1 : Right ; 0 : we don't care
((True, True), (True, False)): -1,
((True, True), (False, True)): 1,
((True, False), (False, False)): -1,
((True, False), (True, True)): 0,
((False, True), (False, False)): 1,
((False, True), (True, True)): 0,
((False, False), (True, False)): 0,
((False, False), (False, True)): 0,
((False, False), (True, True)): 0,
((False, True), (True, False)): 0,
((True, False), (False, True)): 0,
((True, True), (False, False)): 0,
}
def __init__(self, pin_a, pin_b, pin_button=None, is_inverted=False):
self.pin_a = EncoderPin(pin_a)
self.pin_b = EncoderPin(pin_b)
self.pin_button = EncoderPin(pin_button, button_type=True)
self.is_inverted = is_inverted
self._actual_state = (self.pin_a.get_value(), self.pin_b.get_value())
self._actual_direction = None
self._actual_pos = 0
self._actual_button_state = True
self._movement_counter = 0
# callback functions on events. Need to be defined externally
self.on_move_do = None
self.on_button_do = None
def get_state(self):
return({'direction':self.is_inverted and -self._actual_direction or self._actual_direction,
'position':self.is_inverted and -self._actual_pos or self._actual_pos,
'is_pressed':not self._actual_button_state})
# to be called in a loop
def update_state(self):
# Rotation events
new_state = (self.pin_a.get_value(), self.pin_b.get_value())
if new_state != self._actual_state:
if self._debug : print(" ", new_state)
self._movement_counter += 1
new_direction = self.STATES[(self._actual_state, new_state)]
if new_direction != 0:
self._actual_direction = new_direction
# when the encoder settles on a position
if new_state == (True, True) and self._movement_counter > 2 : # if < 2 state changes, it is a misstep
self._movement_counter = 0
self._actual_pos += self._actual_direction
if self._debug :
self._debug_counter += 1
print(self._debug_counter, self.get_state())
if self.on_move_do is not None:
self.on_move_do(self.get_state())
self._actual_state = new_state
# Button events
new_button_state = self.pin_button.get_value()
if new_button_state != self._actual_button_state:
self._actual_button_state = new_button_state
if self.on_button_do is not None:
self.on_button_do(self.get_state())
class EncoderPin:
def __init__(self, pin, button_type=False):
self.pin = pin
self.button_type = button_type
self.prepare_pin()
def prepare_pin(self):
if self.pin is not None:
self.io = digitalio.DigitalInOut(self.pin)
self.io.direction = digitalio.Direction.INPUT
self.io.pull = digitalio.Pull.UP
else:
self.io = None
def get_value(self):
return self.io.value
class EncoderHandler(Module):
def __init__(self):
self.encoders = []
self.pins = None
self.map = None
def on_runtime_enable(self, keyboard):
return
def on_runtime_disable(self, keyboard):
return
def during_bootup(self, keyboard):
if self.pins and self.map:
for idx, pins in enumerate(self.pins):
gpio_pins = pins[:3]
new_encoder = Encoder(*gpio_pins)
# In our case, we need to fix keybord and encoder_id for the callback
new_encoder.on_move_do = lambda x: self.on_move_do(keyboard, idx, x)
new_encoder.on_button_do = lambda x: self.on_button_do(keyboard, idx, x)
self.encoders.append(new_encoder)
return
def on_move_do(self, keyboard, encoder_id, state):
if self.map:
layer_id = keyboard.active_layers[0]
# if Left, key index 0 else key index 1
if state['direction'] == -1:
key_index = 0
else:
key_index =1
key = self.map[layer_id][encoder_id][key_index]
keyboard.tap_key(key)
def on_button_do(self, keyboard, encoder_id, state):
if state['is_pressed'] is True:
layer_id = keyboard.active_layers[0]
key = self.map[layer_id][encoder_id][2]
keyboard.tap_key(key)
def before_matrix_scan(self, keyboard):
'''
Return value will be injected as an extra matrix update
'''
for encoder in self.encoders:
encoder.update_state()
return keyboard
def after_matrix_scan(self, keyboard):
'''
Return value will be replace matrix update if supplied
'''
return
def before_hid_send(self, keyboard):
return
def after_hid_send(self, keyboard):
return
def on_powersave_enable(self, keyboard):
return
def on_powersave_disable(self, keyboard):
return