Remove floating point calculation in mouse move. Saves approx 650 bytes if no other floating point used.
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@ -55,6 +55,14 @@ uint8_t mk_wheel_time_to_max = MOUSEKEY_WHEEL_TIME_TO_MAX;
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static uint16_t last_timer = 0;
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inline int8_t times_inv_sqrt2(int8_t x)
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{
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// 181/256 is pretty close to 1/sqrt(2)
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// 0.70703125 0.707106781
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// 1 too small for x=99 and x=198
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// This ends up being a mult and discard lower 8 bits
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return (x * 181) >> 8;
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}
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static uint8_t move_unit(void)
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{
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@ -111,10 +119,10 @@ void mousekey_task(void)
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if (mouse_report.y > 0) mouse_report.y = move_unit();
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if (mouse_report.y < 0) mouse_report.y = move_unit() * -1;
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/* diagonal move [1/sqrt(2) = 0.7] */
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/* diagonal move [1/sqrt(2)] */
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if (mouse_report.x && mouse_report.y) {
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mouse_report.x *= 0.7;
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mouse_report.y *= 0.7;
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mouse_report.x = times_inv_sqrt2(mouse_report.x);
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mouse_report.y = times_inv_sqrt2(mouse_report.y);
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}
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if (mouse_report.v > 0) mouse_report.v = wheel_unit();
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