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