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path: root/quantum/process_keycode/process_music.c
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2018-07-16Adds support for Planck Rev 6 (#2666)Gravatar Jack Humbert
* initial files for rev 6 with encoder * music map init, dip scan added * adds ws2812 driver for arm * flesh out dip and encoder support * adds default encoder res * adds default encoder res * start muse implementation * muse working with encoder as control * flip direction * try mouse wheel again * dont break other revs * dont break other revs * conditional autio * pwm ws driver (not working) * update build includes for chibios * update ws2812 driver/config * last commit for glasser code * working example * remove rgb for now * finish up rev6 * working encoder keycodes * add warnings to planck keymaps about the LAYOUT
2018-05-08updated music maskGravatar Jack Humbert
2017-12-10fixes midi compile errorGravatar Jack Humbert
2017-12-10fix up midi stuff w/music modeGravatar Jack Humbert
2017-07-23adds music mode, music mode songs, music maskGravatar Jack Humbert
2017-07-23escape song playing in musicGravatar Jack Humbert
2017-07-23clean-up planck and preonic keymaps, move audio stuff aroundGravatar Jack Humbert
2017-03-28Clarify the quantum license (#1042)Gravatar skullydazed
* Clarify the license for files we have signoff on * Update against the currently signed off files * Remove unused and not clearly licensed headers * Replace an #endif I accidentally removed while resolving merge conflicts
2017-03-02fix 'stop_all_notes' naming to be more consistentGravatar Gabriel Young
2017-02-25Update existing keymapsGravatar Gabriel Young
Update existing keymaps to enable MIDI_BASIC functionality. Also added an option MIDI_ENABLE_STRICT to be strict about keycode use (which also reduces memory footprint at runtime)
2017-02-25Add basic layer to sample MIDI keycapGravatar Gabriel Young
2017-02-25Factor basic note processing into respective processorsGravatar Gabriel Young
2017-02-25Split MIDI functionality into MIDI_BASIC and MIDI_ADVANCEDGravatar Gabriel Young
MIDI_ENABLE = no text data bss dec hex filename 0 17080 0 17080 42b8 satan_midi.hex MIDI_ENABLE = yes MIDI_BASIC undefined MIDI_ADVANCED undefined text data bss dec hex filename 0 19494 0 19494 4c26 satan_midi.hex MIDI_ENABLE = yes #define MIDI_BASIC MIDI_ADVANCED undefined text data bss dec hex filename 0 19788 0 19788 4d4c satan_midi.hex MIDI_ENABLE = yes MIDI_BASIC undefined #define MIDI_ADVANCED text data bss dec hex filename 0 20846 0 20846 516e satan_midi.hex MIDI_ENABLE = yes #define MIDI_BASIC #define MIDI_ADVANCED text data bss dec hex filename 0 21140 0 21140 5294 satan_midi.hex
2017-01-23turn off rgb_midi in ezGravatar Jack Humbert
2016-12-23add different scales for music modeGravatar Jack Humbert
2016-12-12specialise music variablesGravatar Jack Humbert
2016-07-24ensure there's a recording to play before playing; also enables the LGUI ↵Gravatar Robert Dale
button to play a tone
2016-06-29Moves features to their own files (process_*), adds tap dance feature (#460)Gravatar Jack Humbert
* non-working commit * working * subprojects implemented for planck * pass a subproject variable through to c * consolidates clueboard revisions * thanks for letting me know about conflicts.. * turn off audio for yang's * corrects starting paths for subprojects * messing around with travis * semicolon * travis script * travis script * script for travis * correct directory (probably), amend files to commit * remove origin before adding * git pull, correct syntax * git checkout * git pull origin branch * where are we? * where are we? * merging * force things to happen * adds commit message, adds add * rebase, no commit message * rebase branch * idk! * try just pull * fetch - merge * specify repo branch * checkout * goddammit * merge? idk * pls * after all * don't split up keyboards * syntax * adds quick for all-keyboards * trying out new script * script update * lowercase * all keyboards * stop replacing compiled.hex automatically * adds if statement * skip automated build branches * forces push to automated build branch * throw an add in there * upstream? * adds AUTOGEN * ignore all .hex files again * testing out new repo * global ident * generate script, keyboard_keymap.hex * skip generation for now, print pandoc info, submodule update * try trusty * and sudo * try generate * updates subprojects to keyboards * no idea * updates to keyboards * cleans up clueboard stuff * setup to use local readme * updates cluepad, planck experimental * remove extra led.c [ci skip] * audio and midi moved over to separate files * chording, leader, unicode separated * consolidate each [skip ci] * correct include * quantum: Add a tap dance feature (#451) * quantum: Add a tap dance feature With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. But lets start with how to use it, first! First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * hhkb: Fix the build with the new tap-dance feature Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Move process_tap_dance further down Process the tap dance stuff after midi and audio, because those don't process keycodes, but row/col positions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * tap_dance: Use conditionals instead of dummy functions To be consistent with how the rest of the quantum features are implemented, use ifdefs instead of dummy functions. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org> * Merge branch 'master' into quantum-keypress-process # Conflicts: # Makefile # keyboards/planck/rev3/config.h # keyboards/planck/rev4/config.h * update build script