feat(extensions): most of the extensions implementation, by kdb424

This commit is contained in:
Kyle Brown
2020-10-21 12:19:42 -07:00
committed by Josh Klar
parent 9821f7bcc3
commit e72d2b8c34
140 changed files with 3860 additions and 2312 deletions

View File

@@ -1,124 +0,0 @@
from kmk.kmktime import ticks_diff, ticks_ms
def df_pressed(key, state, *args, **kwargs):
'''
Switches the default layer
'''
state._active_layers[-1] = key.meta.layer
return state
def mo_pressed(key, state, *args, **kwargs):
'''
Momentarily activates layer, switches off when you let go
'''
state._active_layers.insert(0, key.meta.layer)
return state
def mo_released(key, state, KC, *args, **kwargs):
# remove the first instance of the target layer
# from the active list
# under almost all normal use cases, this will
# disable the layer (but preserve it if it was triggered
# as a default layer, etc.)
# this also resolves an issue where using DF() on a layer
# 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]
except ValueError:
pass
return state
def lm_pressed(key, state, *args, **kwargs):
'''
As MO(layer) but with mod active
'''
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)
return mo_pressed(key, state, *args, **kwargs)
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
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()
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.tap_time
):
state._hid_pending = True
state._tap_key(key.meta.kc)
mo_released(key, state, *args, **kwargs)
state._start_time['lt'] = None
return state
def tg_pressed(key, state, *args, **kwargs):
'''
Toggles the layer (enables it if not active, and vise versa)
'''
# See mo_released for implementation details around this
try:
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)
return state
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)
return state
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:
# Sets the timer start and acts like MO otherwise
state._start_time['tt'] = ticks_ms()
return mo_pressed(key, state, *args, **kwargs)
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.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
return mo_released(key, state, *args, **kwargs)
return state

View File

@@ -1,23 +0,0 @@
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._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)
timer_name = 'mod_tap'
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._start_time[timer_name] = None
return state

View File

@@ -1,3 +1,5 @@
import gc
from kmk.consts import UnicodeMode
from kmk.handlers.stock import passthrough
from kmk.keys import KC, make_key
@@ -11,21 +13,21 @@ def get_wide_ordinal(char):
return 0x10000 + (ord(char[0]) - 0xD800) * 0x400 + (ord(char[1]) - 0xDC00)
def sequence_press_handler(key, state, KC, *args, **kwargs):
old_keys_pressed = state._keys_pressed
state._keys_pressed = set()
def sequence_press_handler(key, keyboard, KC, *args, **kwargs):
oldkeys_pressed = keyboard.keys_pressed
keyboard.keys_pressed = set()
for ikey in key.meta.seq:
if not getattr(ikey, 'no_press', None):
state._process_key(ikey, True)
state._send_hid()
keyboard.process_key(ikey, True)
keyboard._send_hid()
if not getattr(ikey, 'no_release', None):
state._process_key(ikey, False)
state._send_hid()
keyboard.process_key(ikey, False)
keyboard._send_hid()
state._keys_pressed = old_keys_pressed
keyboard.keys_pressed = oldkeys_pressed
return state
return keyboard
def simple_key_sequence(seq):
@@ -59,10 +61,23 @@ RALT_UP_NO_PRESS = simple_key_sequence((KC.RALT(no_press=True),))
def compile_unicode_string_sequences(string_table):
for k, v in string_table.items():
string_table[k] = unicode_string_sequence(v)
'''
Destructively convert ("compile") unicode strings into key sequences. This
will, for RAM saving reasons, empty the input dictionary and trigger
garbage collection.
'''
target = AttrDict()
return AttrDict(string_table)
for k, v in string_table.items():
target[k] = unicode_string_sequence(v)
# now loop through and kill the input dictionary to save RAM
for k in target.keys():
del string_table[k]
gc.collect()
return target
def unicode_string_sequence(unistring):
@@ -82,9 +97,6 @@ def generate_codepoint_keysym_seq(codepoint, expected_length=4):
# Not sure how to send emojis on Mac/Windows like that,
# though, since (for example) the Canadian flag is assembled
# from two five-character codepoints, 1f1e8 and 1f1e6
#
# As a bonus, this function can be pretty useful for
# leader dictionary keys as strings.
seq = [KC.N0 for _ in range(max(len(codepoint), expected_length))]
for idx, codepoint_fragment in enumerate(reversed(codepoint)):
@@ -93,47 +105,43 @@ def generate_codepoint_keysym_seq(codepoint, expected_length=4):
return seq
def generate_leader_dictionary_seq(string):
return tuple(generate_codepoint_keysym_seq(string, 1))
def unicode_codepoint_sequence(codepoints):
kc_seqs = (generate_codepoint_keysym_seq(codepoint) for codepoint in codepoints)
kc_macros = [simple_key_sequence(kc_seq) for kc_seq in kc_seqs]
def _unicode_sequence(key, state, *args, **kwargs):
if state.unicode_mode == UnicodeMode.IBUS:
state._process_key(
simple_key_sequence(_ibus_unicode_sequence(kc_macros, state)), True
def _unicode_sequence(key, keyboard, *args, **kwargs):
if keyboard.unicode_mode == UnicodeMode.IBUS:
keyboard.process_key(
simple_key_sequence(_ibus_unicode_sequence(kc_macros, keyboard)), True
)
elif state.unicode_mode == UnicodeMode.RALT:
state._process_key(
simple_key_sequence(_ralt_unicode_sequence(kc_macros, state)), True
elif keyboard.unicode_mode == UnicodeMode.RALT:
keyboard.process_key(
simple_key_sequence(_ralt_unicode_sequence(kc_macros, keyboard)), True
)
elif state.unicode_mode == UnicodeMode.WINC:
state._process_key(
simple_key_sequence(_winc_unicode_sequence(kc_macros, state)), True
elif keyboard.unicode_mode == UnicodeMode.WINC:
keyboard.process_key(
simple_key_sequence(_winc_unicode_sequence(kc_macros, keyboard)), True
)
return make_key(on_press=_unicode_sequence)
def _ralt_unicode_sequence(kc_macros, state):
def _ralt_unicode_sequence(kc_macros, keyboard):
for kc_macro in kc_macros:
yield RALT_DOWN_NO_RELEASE
yield kc_macro
yield RALT_UP_NO_PRESS
def _ibus_unicode_sequence(kc_macros, state):
def _ibus_unicode_sequence(kc_macros, keyboard):
for kc_macro in kc_macros:
yield IBUS_KEY_COMBO
yield kc_macro
yield ENTER_KEY
def _winc_unicode_sequence(kc_macros, state):
def _winc_unicode_sequence(kc_macros, keyboard):
'''
Send unicode sequence using WinCompose:

View File

@@ -1,213 +1,129 @@
from kmk.kmktime import sleep_ms
def passthrough(key, state, *args, **kwargs):
return state
def passthrough(key, keyboard, *args, **kwargs):
return keyboard
def default_pressed(key, state, KC, coord_int=None, coord_raw=None):
state._hid_pending = True
def default_pressed(key, keyboard, KC, coord_int=None, coord_raw=None, *args, **kwargs):
keyboard.hid_pending = True
if coord_int is not None:
state._coord_keys_pressed[coord_int] = key
keyboard._coordkeys_pressed[coord_int] = key
state._keys_pressed.add(key)
keyboard.keys_pressed.add(key)
return state
return keyboard
def default_released(key, state, KC, coord_int=None, coord_raw=None):
state._hid_pending = True
state._keys_pressed.discard(key)
def default_released(
key, keyboard, KC, coord_int=None, coord_raw=None, *args, **kwargs # NOQA
):
keyboard.hid_pending = True
keyboard.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
keyboard.keys_pressed.discard(keyboard._coordkeys_pressed.get(coord_int, None))
keyboard._coordkeys_pressed[coord_int] = None
return state
return keyboard
def reset(*args, **kwargs):
try:
import machine
import microcontroller
machine.reset()
except ImportError:
import microcontroller
microcontroller.reset()
microcontroller.reset()
def bootloader(*args, **kwargs):
try:
import machine
import microcontroller
machine.bootloader()
except ImportError:
import microcontroller
microcontroller.on_next_reset(microcontroller.RunMode.BOOTLOADER)
microcontroller.reset()
microcontroller.on_next_reset(microcontroller.RunMode.BOOTLOADER)
microcontroller.reset()
def debug_pressed(key, state, KC, *args, **kwargs):
if state.debug_enabled:
def debug_pressed(key, keyboard, KC, *args, **kwargs):
if keyboard.debug_enabled:
print('DebugDisable()')
else:
print('DebugEnable()')
state.debug_enabled = not state.debug_enabled
keyboard.debug_enabled = not keyboard.debug_enabled
return state
return keyboard
def gesc_pressed(key, state, KC, *args, **kwargs):
def gesc_pressed(key, keyboard, KC, *args, **kwargs):
GESC_TRIGGERS = {KC.LSHIFT, KC.RSHIFT, KC.LGUI, KC.RGUI}
if GESC_TRIGGERS.intersection(state._keys_pressed):
if GESC_TRIGGERS.intersection(keyboard.keys_pressed):
# First, release GUI if already pressed
state._send_hid()
keyboard._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
return state
keyboard.keys_pressed.add(KC.GRAVE)
keyboard.hid_pending = True
return keyboard
# else return KC_ESC
state._keys_pressed.add(KC.ESCAPE)
state._hid_pending = True
keyboard.keys_pressed.add(KC.ESCAPE)
keyboard.hid_pending = True
return state
return keyboard
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 gesc_released(key, keyboard, KC, *args, **kwargs):
keyboard.keys_pressed.discard(KC.ESCAPE)
keyboard.keys_pressed.discard(KC.GRAVE)
keyboard.hid_pending = True
return keyboard
def bkdl_pressed(key, state, KC, *args, **kwargs):
def bkdl_pressed(key, keyboard, KC, *args, **kwargs):
BKDL_TRIGGERS = {KC.LGUI, KC.RGUI}
if BKDL_TRIGGERS.intersection(state._keys_pressed):
state._send_hid()
state._keys_pressed.add(KC.DEL)
state._hid_pending = True
return state
if BKDL_TRIGGERS.intersection(keyboard.keys_pressed):
keyboard._send_hid()
keyboard.keys_pressed.add(KC.DEL)
keyboard.hid_pending = True
return keyboard
# else return KC_ESC
state._keys_pressed.add(KC.BKSP)
state._hid_pending = True
keyboard.keys_pressed.add(KC.BKSP)
keyboard.hid_pending = True
return state
return keyboard
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 bkdl_released(key, keyboard, KC, *args, **kwargs):
keyboard.keys_pressed.discard(KC.BKSP)
keyboard.keys_pressed.discard(KC.DEL)
keyboard.hid_pending = True
return keyboard
def sleep_pressed(key, state, KC, *args, **kwargs):
def sleep_pressed(key, keyboard, KC, *args, **kwargs):
sleep_ms(key.meta.ms)
return state
return keyboard
def uc_mode_pressed(key, state, *args, **kwargs):
state.unicode_mode = key.meta.mode
def uc_mode_pressed(key, keyboard, *args, **kwargs):
keyboard.unicode_mode = key.meta.mode
return state
return keyboard
def td_pressed(key, state, *args, **kwargs):
return state._process_tap_dance(key, True)
def td_pressed(key, keyboard, *args, **kwargs):
return keyboard._process_tap_dance(key, True)
def td_released(key, state, *args, **kwargs):
return state._process_tap_dance(key, False)
def td_released(key, keyboard, *args, **kwargs):
return keyboard._process_tap_dance(key, False)
def rgb_tog(key, state, *args, **kwargs):
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.pixels.increase_hue()
return state
def rgb_hud(key, state, *args, **kwargs):
state.pixels.decrease_hue()
return state
def rgb_sai(key, state, *args, **kwargs):
state.pixels.increase_sat()
return state
def rgb_sad(key, state, *args, **kwargs):
state.pixels.decrease_sat()
return state
def rgb_vai(key, state, *args, **kwargs):
state.pixels.increase_val()
return state
def rgb_vad(key, state, *args, **kwargs):
state.pixels.decrease_val()
return state
def rgb_ani(key, state, *args, **kwargs):
state.pixels.increase_ani()
return state
def rgb_and(key, state, *args, **kwargs):
state.pixels.decrease_ani()
return state
def rgb_mode_static(key, state, *args, **kwargs):
state.pixels.effect_init = True
state.pixels.animation_mode = 'static'
return state
def rgb_mode_breathe(key, state, *args, **kwargs):
state.pixels.effect_init = True
state.pixels.animation_mode = 'breathing'
return state
def rgb_mode_breathe_rainbow(key, state, *args, **kwargs):
state.pixels.effect_init = True
state.pixels.animation_mode = 'breathing_rainbow'
return state
def rgb_mode_rainbow(key, state, *args, **kwargs):
state.pixels.effect_init = True
state.pixels.animation_mode = 'rainbow'
return state
def rgb_mode_swirl(key, state, *args, **kwargs):
state.pixels.effect_init = True
state.pixels.animation_mode = 'swirl'
return state
def rgb_mode_knight(key, state, *args, **kwargs):
state.pixels.effect_init = True
state.pixels.animation_mode = 'knight'
return state
def hid_switch(key, keyboard, *args, **kwargs):
keyboard.hid_type, keyboard.secondary_hid_type = (
keyboard.secondary_hid_type,
keyboard.hid_type,
)
keyboard._init_hid()
return keyboard