Additional changes for Layer State typedef compatibility (#5906)
* Additional changes for Layer State typedef compatibility * Replace biton32 with get_highest_layer in docs * Change additional layer structure code * Fix uGFX reference issue * Remove dynamic_keymap check * Where did all these extra spaces come from Co-Authored-By: fauxpark <fauxpark@gmail.com>
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9 changed files with 25 additions and 21 deletions
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@ -297,8 +297,8 @@ This runs code every time that the layers get changed. This can be useful for l
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This example shows how to set the [RGB Underglow](feature_rgblight.md) lights based on the layer, using the Planck as an example
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```c
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uint32_t layer_state_set_user(uint32_t state) {
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switch (biton32(state)) {
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layer_state_t layer_state_set_user(layer_state_t state) {
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switch (get_highest_layer(state)) {
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case _RAISE:
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rgblight_setrgb (0x00, 0x00, 0xFF);
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break;
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@ -320,8 +320,8 @@ uint32_t layer_state_set_user(uint32_t state) {
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```
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### `layer_state_set_*` Function Documentation
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* Keyboard/Revision: `uint32_t layer_state_set_kb(uint32_t state)`
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* Keymap: `uint32_t layer_state_set_user(uint32_t state)`
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* Keyboard/Revision: `layer_state_t layer_state_set_kb(layer_state_t state)`
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* Keymap: `layer_state_t layer_state_set_user(layer_state_t state)`
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The `state` is the bitmask of the active layers, as explained in the [Keymap Overview](keymap.md#keymap-layer-status)
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@ -377,8 +377,8 @@ void keyboard_post_init_user(void) {
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The above function will use the EEPROM config immediately after reading it, to set the default layer's RGB color. The "raw" value of it is converted in a usable structure based on the "union" that you created above.
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```c
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uint32_t layer_state_set_user(uint32_t state) {
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switch (biton32(state)) {
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layer_state_t layer_state_set_user(layer_state_t state) {
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switch (get_highest_layer(state)) {
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case _RAISE:
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if (user_config.rgb_layer_change) { rgblight_sethsv_noeeprom_magenta(); rgblight_mode_noeeprom(1); }
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break;
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@ -31,7 +31,7 @@ This enables the feature and the `OLED_DRIVER_ENABLE` define. Then in your `keym
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void oled_task_user(void) {
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// Host Keyboard Layer Status
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oled_write_P(PSTR("Layer: "), false);
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switch (biton32(layer_state)) {
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switch (get_highest_layer(layer_state)) {
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case _QWERTY:
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oled_write_P(PSTR("Default\n"), false);
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break;
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@ -115,11 +115,11 @@ For instance, let's look at the `layer_state_set_user()` function. You can enab
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In your `<name.c>` file, you'd want to add this:
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```c
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__attribute__ ((weak))
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uint32_t layer_state_set_keymap (uint32_t state) {
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layer_state_t layer_state_set_keymap (layer_state_t state) {
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return state;
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}
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uint32_t layer_state_set_user (uint32_t state) {
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layer_state_t layer_state_set_user (layer_state_t state) {
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state = update_tri_layer_state(state, 2, 3, 5);
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return layer_state_set_keymap (state);
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}
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@ -50,7 +50,7 @@ The caveat to this method is that you cannot access the `z` layer without having
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#### Example
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```c
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uint32_t layer_state_set_user(uint32_t state) {
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layer_state_t layer_state_set_user(layer_state_t state) {
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return update_tri_layer_state(state, _LOWER, _RAISE, _ADJUST);
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}
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```
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@ -58,7 +58,7 @@ uint32_t layer_state_set_user(uint32_t state) {
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Alternatively, you don't have to immediately "return" the value. This is useful if you want to add multiple tri layers, or if you want to add additional effects.
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```c
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uint32_t layer_state_set_user(uint32_t state) {
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layer_state_t layer_state_set_user(layer_state_t state) {
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state = update_tri_layer_state(state, _LOWER, _RAISE, _ADJUST);
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state = update_tri_layer_state(state, _RAISE, _SYMB, _SPECIAL);
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return state;
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@ -931,9 +931,9 @@ void set_single_persistent_default_layer(uint8_t default_layer) {
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default_layer_set(1U<<default_layer);
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}
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uint32_t update_tri_layer_state(uint32_t state, uint8_t layer1, uint8_t layer2, uint8_t layer3) {
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uint32_t mask12 = (1UL << layer1) | (1UL << layer2);
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uint32_t mask3 = 1UL << layer3;
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layer_state_t update_tri_layer_state(layer_state_t state, uint8_t layer1, uint8_t layer2, uint8_t layer3) {
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layer_state_t mask12 = (1UL << layer1) | (1UL << layer2);
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layer_state_t mask3 = 1UL << layer3;
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return (state & mask12) == mask12 ? (state | mask3) : (state & ~mask3);
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}
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@ -213,7 +213,7 @@ void send_char(char ascii_code);
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// For tri-layer
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void update_tri_layer(uint8_t layer1, uint8_t layer2, uint8_t layer3);
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uint32_t update_tri_layer_state(uint32_t state, uint8_t layer1, uint8_t layer2, uint8_t layer3);
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layer_state_t update_tri_layer_state(layer_state_t state, uint8_t layer1, uint8_t layer2, uint8_t layer3);
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void set_single_persistent_default_layer(uint8_t default_layer);
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@ -437,7 +437,7 @@ uint8_t visualizer_get_mods() {
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if (!has_oneshot_mods_timed_out()) {
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mods |= get_oneshot_mods();
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}
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#endif
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#endif
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return mods;
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}
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@ -447,7 +447,7 @@ void visualizer_set_user_data(void* u) {
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}
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#endif
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void visualizer_update(uint32_t default_state, uint32_t state, uint8_t mods, uint32_t leds) {
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void visualizer_update(layer_state_t default_state, layer_state_t state, uint8_t mods, uint32_t leds) {
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// Note that there's a small race condition here, the thread could read
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// a state where one of these are set but not the other. But this should
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// not really matter as it will be fixed during the next loop step.
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@ -30,6 +30,7 @@ SOFTWARE.
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#include "config.h"
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#include "gfx.h"
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#include "action_layer.h"
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#ifdef LCD_BACKLIGHT_ENABLE
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#include "lcd_backlight.h"
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@ -45,7 +46,7 @@ uint8_t visualizer_get_mods(void);
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// This need to be called once at the start
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void visualizer_init(void);
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// This should be called at every matrix scan
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void visualizer_update(uint32_t default_state, uint32_t state, uint8_t mods, uint32_t leds);
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void visualizer_update(layer_state_t default_state, layer_state_t state, uint8_t mods, uint32_t leds);
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// This should be called when the keyboard goes to suspend state
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void visualizer_suspend(void);
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@ -68,8 +69,8 @@ void draw_emulator(void);
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struct keyframe_animation_t;
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typedef struct {
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uint32_t layer;
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uint32_t default_layer;
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layer_state_t layer;
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layer_state_t default_layer;
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uint32_t leds; // See led.h for available statuses
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uint8_t mods;
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bool suspended;
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@ -21,12 +21,15 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "keyboard.h"
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#include "action.h"
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#if defined(LAYER_STATE_8BIT) || ( defined(DYNAMIC_KEYMAP_ENABLE) && DYNAMIC_KEYMAP_LAYER_COUNT >= 8 )
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#if defined(LAYER_STATE_8BIT)
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typedef uint8_t layer_state_t;
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#define get_highest_layer(state) biton8(state)
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#elif defined(LAYER_STATE_16BIT)
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typedef uint16_t layer_state_t;
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#define get_highest_layer(state) biton16(state)
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#else
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typedef uint32_t layer_state_t;
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#define get_highest_layer(state) biton32(state)
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#endif
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