/* * ======================================================================================================= * ------------------------------------------------------------------------------------------------------- * ---####################-----###########-------###########-----############--############-############-- * --######################---#############-----#############---- -- - --- * --###### ##---##### ###-----### #####---------##-------#######------#------------- * -- -------------- --- ----- --- ----- ---------##-------#------------#------------- * --#####--------------------#####------####-####------#####---------##-------###########--############-- * -- -------------------- ------ ------ --------- ------- -- -- * --#####--------------------#####--------#####--------#####--------------------------------------------- * -- -------------------- -------- -------- --------------------------------------------- * --######--------------##---#####---------------------#####---------- CMtec CMDR Keyboard 42 ----------- * --##################### ---#####---------------------#####--------------------------------------------- * ---################### ----#####---------------------#####--------------------------------------------- * --- ----- --------------------- --------------------------------------------- * ------------------------------------------------------------------------------------------------------- * ======================================================================================================= * * Copyright 2022 Christoffer Martinsson * * CMtec CMDR Keyboard 42 can be redistributed and/or modified under the terms of the GNU General * Public License (Version 2), as published by the Free Software Foundation. * A copy of the license can be found online at www.gnu.o urg/licenses. * * CMtec CMDR Keyboard 42 is distributed in the hope that it will be useful, but WITHOUT ANY * WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR * A PARTICULAR PURPOSE. See the GNU General Public License for more details. * * Keyboard/Mouse based on standard teensy "Keypad" library for button scanning, standard teensy * "usb_keyboard" library for HID keyboard/mouse usb data communication. * * --------------------------------------------------------------------------------------------- * | Tab/Fn2 | Q | W | E | R | T | | Y | U | I | O | P | Å | * | Ctrl/Esc | A | S | D | F | G | | H | J | K | L | Ö | Ä | * | Shift/Del | Z | X | C | V | B | | N | M | , | . | - | Shift/Enter | * -----------------| M1/M2 | Alt | BSpc/Fn1 | | Spc/Fn1 | AltGr | Win |-------------------- * -------------------------- ------------------------- * Features: * * * 42 keys "Split" keyboard layout. 36 finger keys and 6 thumb keys. * * Function buttons with total of four key-layer support (Primary + 2fn layers + Game mode). * * Mouse movement, wheel up, wheel down, left button, right button and middle button support * * Status indication - * - 0 LED off = Normal mode * - 1 LED constant on = Game mode * - 2 LED flashing = Caps Lock activated * * Game mode: Replaces all layer keys with a "Game mode KEY". Configurable for each key * */ #include #include #define USB_LED_NUM_LOCK 0 #define USB_LED_CAPS_LOCK 1 #define USB_LED_SCROLL_LOCK 2 #define KEY_OFFSET 0xAA00 // Offset to apply for not interfere with already defined keyboard keys #define KEY_MWU 1 + KEY_OFFSET // Mouse wheel up #define KEY_MWD 2 + KEY_OFFSET // Mouse wheel down #define KEY_M1 3 + KEY_OFFSET // Mouse button 1 (left) #define KEY_M2 4 + KEY_OFFSET // Mouse button 2 (right) #define KEY_M3 5 + KEY_OFFSET // Mouse button 3 (middle/wheel) #define KEY_MU 6 + KEY_OFFSET // Mouse Y+ #define KEY_ML 7 + KEY_OFFSET // Mouse X- #define KEY_MD 8 + KEY_OFFSET // Mouse Y- #define KEY_MR 9 + KEY_OFFSET // Mouse X+ #define KEY_FN1 10 + KEY_OFFSET // Function layer 1 button #define KEY_FN2 11 + KEY_OFFSET // Function layer 2 button #define KEY_GM 12 + KEY_OFFSET // Toggle game mode button #define TAP_TIMEOUT 160 // Key tap timeout (ms) #define NBR_OF_BUTTONS 21 // Number of buttons used (42 in this case) struct Button { int keypad_kchar = 0; uint16_t keycode = NO_KEY; uint16_t tap_keycode = NO_KEY; uint16_t fn1_keycode = NO_KEY; uint16_t fn2_keycode = NO_KEY; uint16_t gm_keycode = NO_KEY; bool tap_enable = false; bool hold_direct = true; int kstate = IDLE; bool run_keycode = false; int tap_state = 0; bool tap_timeout_enable = false; bool tap_release_enable = false; unsigned long tap_timeout_timestamp = 0; unsigned long tap_release_timestamp = 0; bool tap_inhibit = false; }; const byte KP_ROWS = 4; const byte KP_COLS = 6; byte kp_rowPins[KP_ROWS] = {23, 22, 21, 8}; byte kp_colPins[KP_COLS] = {19, 18, 17, 16, 15, 14}; char kp_keys[KP_ROWS][KP_COLS] = { {1, 2, 3, 4, 5, 6}, {7, 8, 9, 10, 11, 12}, {13, 14, 15, 16, 17, 18}, {0, 0, 0, 19, 20, 21}}; Keypad kp_keypad = Keypad(makeKeymap(kp_keys), kp_rowPins, kp_colPins, KP_ROWS, KP_COLS); Button buttons[NBR_OF_BUTTONS] = { {1, KEY_FN2, KEY_TAB, NO_KEY, NO_KEY, NO_KEY, true, true, IDLE, false, 0, false, false, 0, 0, false}, {2, KEY_Q, NO_KEY, KEY_F1, KEY_F12, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {3, KEY_W, NO_KEY, KEY_F2, KEY_F13, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {4, KEY_E, NO_KEY, KEY_F3, KEY_F14, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {5, KEY_R, NO_KEY, KEY_F4, KEY_F15, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {6, KEY_T, NO_KEY, KEY_F5, KEY_F16, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {7, KEY_LEFT_CTRL, KEY_ESC, NO_KEY, NO_KEY, NO_KEY, true, true, IDLE, false, 0, false, false, 0, 0, false}, {8, KEY_A, NO_KEY, KEY_1, NO_KEY, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {9, KEY_S, NO_KEY, KEY_2, NO_KEY, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {10, KEY_D, NO_KEY, KEY_3, NO_KEY, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {11, KEY_F, NO_KEY, KEY_4, NO_KEY, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {12, KEY_G, NO_KEY, KEY_5, KEY_CAPS_LOCK, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {13, KEY_LEFT_SHIFT, KEY_DELETE, NO_KEY, NO_KEY, NO_KEY, true, true, IDLE, false, 0, false, false, 0, 0, false}, {14, KEY_Z, NO_KEY, KEY_1, KEY_MEDIA_PREV_TRACK, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {15, KEY_X, NO_KEY, KEY_ML, KEY_MEDIA_PLAY_PAUSE, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {16, KEY_C, NO_KEY, KEY_MD, KEY_MEDIA_NEXT_TRACK, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {17, KEY_V, NO_KEY, KEY_MU, NO_KEY, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {18, KEY_B, NO_KEY, KEY_MR, NO_KEY, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {19, KEY_GM, NO_KEY, KEY_6, KEY_LEFT_ARROW, NO_KEY, false, true, IDLE, false, 0, false, false, 0, 0, false}, {20, KEY_LEFT_ALT, KEY_SPACE, NO_KEY, NO_KEY, KEY_SPACE, true, false, IDLE, false, 0, false, false, 0, 0, false}, {21, KEY_FN1, KEY_BACKSPACE, NO_KEY, NO_KEY, NO_KEY, true, true, IDLE, false, 0, false, false, 0, 0, false}}; // const byte KP_ROWS = 4; // const byte KP_COLS = 12; // byte kp_rowPins[KP_ROWS] = {1, 2, 3, 4}; // byte kp_colPins[KP_COLS] = {12, 11, 10, 9, 8, 7, 26, 25, 24, 23, 22, 21}; // // @formatter:off // /* Keymap config ----------------------------------------------------------------------------------------------------------------------------------------------------- // Key ID corresponding with the physical design of the actual keyboard. */ // char kp_keys[KP_ROWS][KP_COLS] = { // {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12}, // {13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24}, // {25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36}, // {0, 0, 0, 37, 38, 39, 40, 41, 42, 0, 0, 0}}; // Keypad kp_keypad = Keypad(makeKeymap(kp_keys), kp_rowPins, kp_colPins, KP_ROWS, KP_COLS); // /* Valid "Fn0 (hold) key" when using tap mode are: KEY_LEFT_SHIFT, KEY_RIGHT_SHIFT, KEY_LEFT_CTRL, KEY_RIGHT_CTRL, KEY_RIGHT_ALT, KEY_LEFT_GUI, KEY_RIGHT_GUI, KEY_FN1, KEY_FN2 // Fn1 and Fn2 keys are N/A when using tap mode and should me defined as NO_KEY. // "GM replace key" will override all layer keys (Fn0, Fn1, Fn2) both tap and hold while game mode are active. // #Hold direct#* flag is to enable sending PRESS command as soon as the hold key is pressed (regardless if you intend to press the tap key). */ // Button buttons[NBR_OF_BUTTONS] = // { // /* key ID Fn0 (hold) key Fn0 tap key Fn1 key Fn2 key GM replace key tap enable hold direct */ // {1, KEY_FN2, KEY_TAB, NO_KEY, NO_KEY, NO_KEY, true, true, IDLE, false, 0, false, false, 0, 0, false}, // {2, KEY_Q, NO_KEY, KEY_F1, KEY_F12, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {3, KEY_W, NO_KEY, KEY_F2, KEY_F13, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {4, KEY_E, NO_KEY, KEY_F3, KEY_F14, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {5, KEY_R, NO_KEY, KEY_F4, KEY_F15, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {6, KEY_T, NO_KEY, KEY_F5, KEY_F16, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {7, KEY_Y, NO_KEY, KEY_F6, NO_KEY, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {8, KEY_U, NO_KEY, KEY_F7, NO_KEY, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {9, KEY_I, NO_KEY, KEY_F8, NO_KEY, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {10, KEY_O, NO_KEY, KEY_F9, NO_KEY, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {11, KEY_P, NO_KEY, KEY_F10, NO_KEY, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {12, 'å', NO_KEY, KEY_F11, KEY_CAPS_LOCK, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {13, KEY_LEFT_CTRL, KEY_ESC, NO_KEY, NO_KEY, NO_KEY, true, true, IDLE, false, 0, false, false, 0, 0, false}, // {14, KEY_A, NO_KEY, KEY_1, KEY_MEDIA_PREV_TRACK, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {15, KEY_S, NO_KEY, KEY_2, KEY_MEDIA_PLAY_PAUSE, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {16, KEY_D, NO_KEY, KEY_3, KEY_MEDIA_NEXT_TRACK, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {17, KEY_F, NO_KEY, KEY_4, NO_KEY, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {18, KEY_G, NO_KEY, KEY_5, NO_KEY, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {19, KEY_H, NO_KEY, KEY_6, KEY_LEFT_ARROW, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {20, KEY_J, NO_KEY, KEY_7, KEY_DOWN_ARROW, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {21, KEY_K, NO_KEY, KEY_8, KEY_UP_ARROW, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {22, KEY_L, NO_KEY, KEY_9, KEY_RIGHT_ARROW, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {23, 'ö', NO_KEY, KEY_0, NO_KEY, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {24, 'ä', NO_KEY, KEY_EQUAL, KEY_GM, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {25, KEY_LEFT_SHIFT, KEY_DELETE, NO_KEY, NO_KEY, NO_KEY, true, true, IDLE, false, 0, false, false, 0, 0, false}, // {26, KEY_Z, NO_KEY, '§', NO_KEY, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {27, KEY_X, NO_KEY, NO_KEY, NO_KEY, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {28, KEY_C, NO_KEY, NO_KEY, NO_KEY, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {29, KEY_V, NO_KEY, '<', NO_KEY, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {30, KEY_B, NO_KEY, NO_KEY, NO_KEY, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {31, KEY_N, NO_KEY, NO_KEY, KEY_HOME, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {32, KEY_M, NO_KEY, KEY_BACKSLASH, KEY_PAGE_DOWN, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {33, KEY_COMMA, NO_KEY, KEY_RIGHT_BRACE, KEY_PAGE_UP, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {34, KEY_PERIOD, NO_KEY, KEY_MINUS, KEY_END, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {35, KEY_SLASH, NO_KEY, NO_KEY, KEY_INSERT, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {36, KEY_RIGHT_SHIFT, KEY_ENTER, NO_KEY, NO_KEY, NO_KEY, true, true, IDLE, false, 0, false, false, 0, 0, false}, // {37, KEY_M1, KEY_M2, NO_KEY, NO_KEY, KEY_LEFT_ALT, true, false, IDLE, false, 0, false, false, 0, 0, false}, // {38, KEY_LEFT_ALT, KEY_SPACE, NO_KEY, NO_KEY, KEY_SPACE, true, false, IDLE, false, 0, false, false, 0, 0, false}, // {39, KEY_FN1, KEY_BACKSPACE, NO_KEY, NO_KEY, NO_KEY, true, true, IDLE, false, 0, false, false, 0, 0, false}, // {40, KEY_FN1, KEY_SPACE, NO_KEY, NO_KEY, NO_KEY, true, true, IDLE, false, 0, false, false, 0, 0, false}, // {41, KEY_RIGHT_ALT, NO_KEY, KEY_RIGHT_ALT, KEY_RIGHT_ALT, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}, // {42, KEY_LEFT_GUI, NO_KEY, KEY_LEFT_GUI, KEY_LEFT_GUI, NO_KEY, false, false, IDLE, false, 0, false, false, 0, 0, false}}; // /* ------------------------------------------------------------------------------------------------------------------------------------------------------------------- */ // // @formatter:on const int STATUS_LED = 13; bool status_led_on = false; int status_led_mode = 0; unsigned long current_timestamp = 0; unsigned long button_timestamp = 0; unsigned long mouse_wheel_timestamp = 0; unsigned long indicator_timestamp = 0; int mouse_x = 0; int mouse_y = 0; int mouse_wheel = 0; bool game_mode = false; bool key_pressed = false; /** Perform key action. @param keycode code to apply action. @param kstate PRESSED or RELEASED. @return Action applied. */ bool set_key(uint16_t keycode, uint8_t kstate) { /* Abort if keycode is invalid */ if (keycode == NO_KEY || keycode == KEY_FN1 || keycode == KEY_FN2) { return false; } /* Mouse buttons (HID mouse) */ if (keycode >= KEY_M1 && keycode <= KEY_M3) { if (kstate == RELEASED) { Mouse.release(1 << (((keycode - KEY_OFFSET) - (KEY_M1 - KEY_OFFSET)))); } else if (kstate == PRESSED) { Mouse.press(1 << (((keycode - KEY_OFFSET) - (KEY_M1 - KEY_OFFSET)))); } } /* Mouse wheel (HID mouse) */ else if ((keycode == KEY_MWU || keycode == KEY_MWD)) { if (kstate == RELEASED) { mouse_wheel = 0; } else if (kstate == PRESSED) { if (keycode == KEY_MWU) { mouse_wheel = 1; } else { mouse_wheel = -1; } } } /* Mouse X/Y (HID mouse) */ else if ((keycode == KEY_MU || keycode == KEY_MD || keycode == KEY_ML || keycode == KEY_MR)) { if (kstate == RELEASED) { mouse_x = 0; mouse_y = 0; } else if (kstate == PRESSED) { if (keycode == KEY_MU) { mouse_y = 1; } else if (keycode == KEY_MD) { mouse_y = -1; } else if (keycode == KEY_MR) { mouse_x = 1; } else if (keycode == KEY_ML) { mouse_x = -1; } } } /* Toggle game mode */ else if (keycode == KEY_GM) { if (kstate == PRESSED && game_mode == true) { game_mode = false; } else if (kstate == PRESSED && game_mode == false) { game_mode = true; } } /* Normal keyboard keys (HID keyboard) */ else { if (kstate == RELEASED) { Keyboard.release(keycode); } else if (kstate == PRESSED) { Keyboard.press(keycode); } } return true; } /** Scan key matrix and perform processing for each key. @return void. */ void scan_buttons() { /* Scan keypad */ if (kp_keypad.getKeys()) { /* Enter bootloader if all four corner-buttons is pressed together */ int reboot = 0; for (int i = 0; i < LIST_MAX; i++) { if ((kp_keypad.key[i].kchar == 1) && (kp_keypad.key[i].kstate == PRESSED || kp_keypad.key[i].kstate == HOLD)) { reboot += 1; } if ((kp_keypad.key[i].kchar == 6) && (kp_keypad.key[i].kstate == PRESSED || kp_keypad.key[i].kstate == HOLD)) { reboot += 1; } if ((kp_keypad.key[i].kchar == 13) && (kp_keypad.key[i].kstate == PRESSED || kp_keypad.key[i].kstate == HOLD)) { reboot += 1; } if ((kp_keypad.key[i].kchar == 18) && (kp_keypad.key[i].kstate == PRESSED || kp_keypad.key[i].kstate == HOLD)) { reboot += 1; } } if (reboot == 4) { _reboot_Teensyduino_(); } /* Check for FN mode */ int fn_mode = 0; for (int i = 0; i < LIST_MAX; i++) { if (kp_keypad.key[i].kstate == PRESSED || kp_keypad.key[i].kstate == HOLD) { for (int j = 0; j < NBR_OF_BUTTONS; j++) { if (buttons[j].keypad_kchar == kp_keypad.key[i].kchar) { if (buttons[j].keycode == KEY_FN1 && buttons[j].tap_state != 3) { fn_mode = 1; } else if (buttons[j].keycode == KEY_FN2 && buttons[j].tap_state != 3) { fn_mode = 2; } break; } } } } /* Process key press/release */ for (int i = 0; i < LIST_MAX; i++) { if (kp_keypad.key[i].kstate == PRESSED) { for (int j = 0; j < NBR_OF_BUTTONS; j++) { if (buttons[j].keypad_kchar == kp_keypad.key[i].kchar && kp_keypad.key[i].stateChanged == true) { /* Tap state: 0 = idle (not pressed for a while) 1 = pressed 2 = released within timeout, pressing tap key 3 = pressed again within timeout, holding tap key */ if (buttons[j].tap_enable && buttons[j].tap_state == 0 && (game_mode == false || buttons[j].gm_keycode == NO_KEY)) { buttons[j].tap_timeout_timestamp = current_timestamp + TAP_TIMEOUT; buttons[j].tap_timeout_enable = true; buttons[j].tap_release_timestamp = current_timestamp + TAP_TIMEOUT + 10; buttons[j].tap_release_enable = true; buttons[j].tap_state = 1; } else if (buttons[j].tap_enable && buttons[j].tap_state == 2) { buttons[j].tap_timeout_enable = false; buttons[j].tap_release_enable = false; buttons[j].tap_state = 3; } buttons[j].run_keycode = true; buttons[j].kstate = PRESSED; break; } } } else if (kp_keypad.key[i].kstate == RELEASED) { for (int j = 0; j < NBR_OF_BUTTONS; j++) { if (buttons[j].keypad_kchar == kp_keypad.key[i].kchar && kp_keypad.key[i].stateChanged == true) { /* Tap state: 0 = idle (not pressed for a while) 1 = pressed 2 = released within timeout, pressing tap key 3 = pressed again within timeout, holding tap key */ if (buttons[j].tap_enable && buttons[j].tap_state == 1 && (game_mode == false || buttons[j].gm_keycode == NO_KEY)) { buttons[j].tap_release_timestamp = current_timestamp + TAP_TIMEOUT + 10; buttons[j].tap_release_enable = true; buttons[j].tap_state = 2; } else { buttons[j].tap_state = 0; } buttons[j].run_keycode = true; buttons[j].kstate = RELEASED; break; } } } } /* Check if any "non tap keys" has been pressed */ for (int i = 0; i < NBR_OF_BUTTONS; i++) { if (buttons[i].run_keycode == true && buttons[i].tap_enable == false && buttons[i].kstate == PRESSED) { for (int j = 0; j < NBR_OF_BUTTONS; j++) { if (buttons[j].tap_enable == true) { buttons[j].tap_inhibit = true; } } } } /* Execute key commands */ for (int i = 0; i < NBR_OF_BUTTONS; i++) { /* Check if key should be processed */ if (buttons[i].run_keycode == true) { /* Check if key pressed or released */ if (buttons[i].kstate == PRESSED) { /* Check if key is in tap mode and not in game mode */ if (buttons[i].tap_enable == true && (game_mode == false || buttons[i].gm_keycode == NO_KEY)) { /* Key is in tap mode. Perform action dependant on tap state*/ if (buttons[i].tap_state == 1) { if (buttons[i].hold_direct == true) { /* Press hold key if "hold direct" is enabled (tap state = 1) */ set_key(buttons[i].keycode, PRESSED); } /* Reset tap inhibit flag */ buttons[i].tap_inhibit = false; } } else { /* Key is in normal mode. Perform action dependant on layer*/ if (game_mode == true && buttons[i].gm_keycode != NO_KEY) { set_key(buttons[i].gm_keycode, PRESSED); } else if (fn_mode == 1) { set_key(buttons[i].fn1_keycode, PRESSED); } else if (fn_mode == 2) { set_key(buttons[i].fn2_keycode, PRESSED); } else { set_key(buttons[i].keycode, PRESSED); } } } else if (buttons[i].kstate == RELEASED) { /* Check if key is in tap mode */ if (buttons[i].tap_enable == true && (game_mode == false || buttons[i].gm_keycode == NO_KEY)) { /* Key is in tap mode. Perform action dependant on tap state*/ if (buttons[i].tap_state == 2) { /* Press tap key if no other keys are pressed (tap state = 2) */ set_key(buttons[i].tap_keycode, RELEASED); // Fix for not send press and hold for the tap key set_key(buttons[i].keycode, RELEASED); if (buttons[i].tap_inhibit == false) { set_key(buttons[i].tap_keycode, PRESSED); } } else { /* Release all keys (tap state = 0,1,3) */ set_key(buttons[i].keycode, RELEASED); set_key(buttons[i].tap_keycode, RELEASED); buttons[i].tap_state = 0; } } else { /* Key is in normal mode. Perform action dependant on layer*/ if (game_mode == true && buttons[i].gm_keycode != NO_KEY) { set_key(buttons[i].gm_keycode, RELEASED); } else { set_key(buttons[i].fn2_keycode, RELEASED); set_key(buttons[i].fn1_keycode, RELEASED); set_key(buttons[i].keycode, RELEASED); } } } /* Reset run_keycode flag */ buttons[i].run_keycode = false; } } } /* Set status indication */ if (keyboard_leds & (1 << USB_LED_CAPS_LOCK)) { /* 2 = blinking (CapsLock) */ status_led_mode = 2; } else if (game_mode == true) { /* 1 = constant on (Game mode) */ status_led_mode = 1; } else { /* 0 = off (normal) */ status_led_mode = 0; } } void setup() { /* Init HW */ pinMode(STATUS_LED, OUTPUT); digitalWrite(STATUS_LED, LOW); } void loop() { /* Update current time (ms) */ current_timestamp = millis(); /* Scan buttons 5ms */ if (current_timestamp >= button_timestamp) { button_timestamp = current_timestamp + 5; scan_buttons(); } /* Fn tap timeout TAP_TIMEOUT */ for (int i = 0; i < NBR_OF_BUTTONS; i++) { if (current_timestamp >= buttons[i].tap_timeout_timestamp && buttons[i].tap_timeout_enable) { if (buttons[i].tap_state == 1) { if (buttons[i].hold_direct == false && (game_mode == false || buttons[i].gm_keycode == NO_KEY)) { set_key(buttons[i].keycode, PRESSED); } buttons[i].tap_state = 0; } else if (buttons[i].tap_state == 2) { buttons[i].tap_state = 0; } buttons[i].tap_timeout_enable = false; } } /* Fn tap release TAP_TIMEOUT + 10ms */ for (int i = 0; i < NBR_OF_BUTTONS; i++) { if (current_timestamp >= buttons[i].tap_release_timestamp && buttons[i].tap_release_enable) { set_key(buttons[i].tap_keycode, RELEASED); buttons[i].tap_release_enable = false; buttons[i].tap_state = 0; } } /* Update mouse wheel 20ms */ if (current_timestamp >= mouse_wheel_timestamp && mouse_wheel != 0) { Mouse.move(mouse_x, mouse_y, mouse_wheel); mouse_wheel_timestamp = current_timestamp + 20; } /* Update indicator 200ms */ if (current_timestamp >= indicator_timestamp) { if (status_led_mode == 2 && status_led_on == false) { digitalWrite(STATUS_LED, HIGH); status_led_on = true; } else if (status_led_mode == 2 && status_led_on == true) { digitalWrite(STATUS_LED, LOW); status_led_on = false; } else if (status_led_mode == 1) { digitalWrite(STATUS_LED, HIGH); status_led_on = true; } else { digitalWrite(STATUS_LED, LOW); status_led_on = false; } indicator_timestamp = current_timestamp + 200; } }