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

This commit is contained in:
Josh Klar
2019-07-28 17:09:58 -07:00
parent ea327f8f76
commit 9821f7bcc3
15 changed files with 879 additions and 812 deletions

View File

@@ -5,7 +5,7 @@ def df_pressed(key, state, *args, **kwargs):
'''
Switches the default layer
'''
state.active_layers[-1] = key.meta.layer
state._active_layers[-1] = key.meta.layer
return state
@@ -13,7 +13,7 @@ def mo_pressed(key, state, *args, **kwargs):
'''
Momentarily activates layer, switches off when you let go
'''
state.active_layers.insert(0, key.meta.layer)
state._active_layers.insert(0, key.meta.layer)
return state
@@ -27,8 +27,8 @@ def mo_released(key, state, KC, *args, **kwargs):
# triggered by MO() and then defaulting to the MO()'s layer
# would result in no layers active
try:
del_idx = state.active_layers.index(key.meta.layer)
del state.active_layers[del_idx]
del_idx = state._active_layers.index(key.meta.layer)
del state._active_layers[del_idx]
except ValueError:
pass
@@ -39,10 +39,10 @@ def lm_pressed(key, state, *args, **kwargs):
'''
As MO(layer) but with mod active
'''
state.hid_pending = True
state._hid_pending = True
# Sets the timer start and acts like MO otherwise
state.start_time['lm'] = ticks_ms()
state.keys_pressed.add(key.meta.kc)
state._start_time['lm'] = ticks_ms()
state._keys_pressed.add(key.meta.kc)
return mo_pressed(key, state, *args, **kwargs)
@@ -50,28 +50,28 @@ def lm_released(key, state, *args, **kwargs):
'''
As MO(layer) but with mod active
'''
state.hid_pending = True
state.keys_pressed.discard(key.meta.kc)
state.start_time['lm'] = None
state._hid_pending = True
state._keys_pressed.discard(key.meta.kc)
state._start_time['lm'] = None
return mo_released(key, state, *args, **kwargs)
def lt_pressed(key, state, *args, **kwargs):
# Sets the timer start and acts like MO otherwise
state.start_time['lt'] = ticks_ms()
state._start_time['lt'] = ticks_ms()
return mo_pressed(key, state, *args, **kwargs)
def lt_released(key, state, *args, **kwargs):
# On keyup, check timer, and press key if needed.
if state.start_time['lt'] and (
ticks_diff(ticks_ms(), state.start_time['lt']) < state.config.tap_time
if state._start_time['lt'] and (
ticks_diff(ticks_ms(), state._start_time['lt']) < state.tap_time
):
state.hid_pending = True
state.tap_key(key.meta.kc)
state._hid_pending = True
state._tap_key(key.meta.kc)
mo_released(key, state, *args, **kwargs)
state.start_time['lt'] = None
state._start_time['lt'] = None
return state
@@ -81,10 +81,10 @@ def tg_pressed(key, state, *args, **kwargs):
'''
# See mo_released for implementation details around this
try:
del_idx = state.active_layers.index(key.meta.layer)
del state.active_layers[del_idx]
del_idx = state._active_layers.index(key.meta.layer)
del state._active_layers[del_idx]
except ValueError:
state.active_layers.insert(0, key.meta.layer)
state._active_layers.insert(0, key.meta.layer)
return state
@@ -93,8 +93,8 @@ def to_pressed(key, state, *args, **kwargs):
'''
Activates layer and deactivates all other layers
'''
state.active_layers.clear()
state.active_layers.insert(0, key.meta.layer)
state._active_layers.clear()
state._active_layers.insert(0, key.meta.layer)
return state
@@ -104,23 +104,21 @@ def tt_pressed(key, state, *args, **kwargs):
Momentarily activates layer if held, toggles it if tapped repeatedly
'''
# TODO Make this work with tap dance to function more correctly, but technically works.
if state.start_time['tt'] is None:
if state._start_time['tt'] is None:
# Sets the timer start and acts like MO otherwise
state.start_time['tt'] = ticks_ms()
state._start_time['tt'] = ticks_ms()
return mo_pressed(key, state, *args, **kwargs)
elif ticks_diff(ticks_ms(), state.start_time['tt']) < state.config.tap_time:
state.start_time['tt'] = None
elif ticks_diff(ticks_ms(), state._start_time['tt']) < state.tap_time:
state._start_time['tt'] = None
return tg_pressed(key, state, *args, **kwargs)
def tt_released(key, state, *args, **kwargs):
tap_timed_out = (
ticks_diff(ticks_ms(), state.start_time['tt']) >= state.config.tap_time
)
if state.start_time['tt'] is None or tap_timed_out:
tap_timed_out = ticks_diff(ticks_ms(), state._start_time['tt']) >= state.tap_time
if state._start_time['tt'] is None or tap_timed_out:
# On first press, works like MO. On second press, does nothing unless let up within
# time window, then acts like TG.
state.start_time['tt'] = None
state._start_time['tt'] = None
return mo_released(key, state, *args, **kwargs)
return state

View File

@@ -3,21 +3,21 @@ from kmk.kmktime import ticks_diff, ticks_ms
def mt_pressed(key, state, *args, **kwargs):
# Sets the timer start and acts like a modifier otherwise
state.keys_pressed.add(key.meta.mods)
state._keys_pressed.add(key.meta.mods)
state.start_time['mod_tap'] = ticks_ms()
state._start_time['mod_tap'] = ticks_ms()
return state
def mt_released(key, state, *args, **kwargs):
# On keyup, check timer, and press key if needed.
state.keys_pressed.discard(key.meta.mods)
state._keys_pressed.discard(key.meta.mods)
timer_name = 'mod_tap'
if state.start_time[timer_name] and (
ticks_diff(ticks_ms(), state.start_time[timer_name]) < state.config.tap_time
if state._start_time[timer_name] and (
ticks_diff(ticks_ms(), state._start_time[timer_name]) < state.tap_time
):
state.hid_pending = True
state.tap_key(key.meta.kc)
state._hid_pending = True
state._tap_key(key.meta.kc)
state.start_time[timer_name] = None
state._start_time[timer_name] = None
return state

View File

@@ -12,18 +12,18 @@ def get_wide_ordinal(char):
def sequence_press_handler(key, state, KC, *args, **kwargs):
old_keys_pressed = state.keys_pressed
state.keys_pressed = set()
old_keys_pressed = state._keys_pressed
state._keys_pressed = set()
for ikey in key.meta.seq:
if not getattr(ikey, 'no_press', None):
state.process_key(ikey, True)
state.config._send_hid()
state._process_key(ikey, True)
state._send_hid()
if not getattr(ikey, 'no_release', None):
state.process_key(ikey, False)
state.config._send_hid()
state._process_key(ikey, False)
state._send_hid()
state.keys_pressed = old_keys_pressed
state._keys_pressed = old_keys_pressed
return state
@@ -103,16 +103,16 @@ def unicode_codepoint_sequence(codepoints):
kc_macros = [simple_key_sequence(kc_seq) for kc_seq in kc_seqs]
def _unicode_sequence(key, state, *args, **kwargs):
if state.config.unicode_mode == UnicodeMode.IBUS:
state.process_key(
if state.unicode_mode == UnicodeMode.IBUS:
state._process_key(
simple_key_sequence(_ibus_unicode_sequence(kc_macros, state)), True
)
elif state.config.unicode_mode == UnicodeMode.RALT:
state.process_key(
elif state.unicode_mode == UnicodeMode.RALT:
state._process_key(
simple_key_sequence(_ralt_unicode_sequence(kc_macros, state)), True
)
elif state.config.unicode_mode == UnicodeMode.WINC:
state.process_key(
elif state.unicode_mode == UnicodeMode.WINC:
state._process_key(
simple_key_sequence(_winc_unicode_sequence(kc_macros, state)), True
)

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