305 lines
11 KiB
Python
305 lines
11 KiB
Python
from micropython import const
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from pin import Pin, PinEvent
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_VALID_KEYCODES = range(0, 255)
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_VALID_MODIFIERS = [0x0100, 0x0200, 0x0400, 0x0800, 0x1000, 0x2000, 0x4000]
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class KeyEvent:
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"""Interpretations of KeyStates as single events"""
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NO_EVENT: int = const(0)
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"""No new event has occurred"""
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PRESSED_: int = const(1)
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"""The key was pressed"""
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RELEASED: int = const(2)
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"""The key was released"""
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SOFT_RELEASED: int = const(3)
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"""The key was released programatically, and not by an actual physical release of a button."""
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PRESSED_TOGGLED_ON = const(4)
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"""Key is pressed and is emulating a toggle key in ON state that is not released until the physical key is released, then pressed again"""
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RELEASED_TOGGLED_ON = const(5)
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"""Key is unpressed and is emulating a toggle key in ON state that is not released unit the physical key is pressed again"""
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PRESSED_TOGGLED_OFF = const(6)
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"""Key is pressed and is emulating a toggle key in OFF state"""
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class KeyEvents:
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current: int
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previous: int
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def __init__(self):
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self.current = KeyEvent.RELEASED
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self.previous = KeyEvent.RELEASED
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def shift(self, next):
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self.previous = self.current
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self.current = next
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class KeyBase:
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events: KeyEvents
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allowed_events: list[KeyEvent]
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key_index: int
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layer_index: int
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def __init__(self, allowed_events: list[int]):
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self.allowed_events = allowed_events
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self.events = KeyEvents()
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self.key_index = None
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self.layer_index = None
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def enrich(self, key_index: int, layer_index: int):
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self.key_index = key_index
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self.layer_index = layer_index
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def _validate_next_event(self, next_event: int):
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if next_event is None or next_event not in self.allowed_events:
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raise Exception(
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f"KeyEvent with value of {next_event} is not a valid event for this type of key")
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def _set_event(self, next_event: int) -> bool:
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"""Sets previous state if new state is valid
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Returns: A boolean that determines if the state was updated or not"""
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self._validate_next_event(next_event)
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if next_event is KeyEvent.NO_EVENT:
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return False
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print(
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f"[{self.key_index}] next: {next_event}, current: {self.events.current}, previous: {self.events.previous}")
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self.events.shift(next_event)
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return True
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def handle(self, keyboard):
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raise NotImplementedError()
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def self_test(self, keymap: list[list[object]]):
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raise NotImplementedError()
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def soft_release(self, keyboard):
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"""Release key programatically and wait until it's released physically before registrating additional key presses"""
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raise NotImplementedError()
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class KeycodeBase(KeyBase):
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"""Basic press and release functionality that appends a keycode to the report when active"""
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keycode: int
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def __init__(self, keycode: int):
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allowed_events = [KeyEvent.NO_EVENT,
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KeyEvent.PRESSED_,
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KeyEvent.RELEASED,
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KeyEvent.SOFT_RELEASED]
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super().__init__(allowed_events)
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self.keycode = keycode
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def self_test(self, keymap):
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raise NotImplementedError
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def soft_release(self, keyboard):
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if self.events.current != KeyEvent.PRESSED_:
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return
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self._set_event(KeyEvent.SOFT_RELEASED)
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def _consume_next_event(self, pin) -> bool:
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"""Returns: a boolean representing if the event property was updated with a new event or not"""
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next_pin_event = pin.read_event()
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current_key_event = self.events.current
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next_key_event = None
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if current_key_event == KeyEvent.NO_EVENT:
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if next_pin_event == PinEvent.NO_EVENT:
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next_key_event = KeyEvent.NO_EVENT
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if next_pin_event == PinEvent.RELEASED:
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next_key_event = KeyEvent.RELEASED
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if next_pin_event == PinEvent.PRESSED:
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next_key_event = KeyEvent.PRESSED_
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if current_key_event == KeyEvent.RELEASED:
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if next_pin_event == PinEvent.NO_EVENT:
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next_key_event = KeyEvent.NO_EVENT
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if next_pin_event == PinEvent.RELEASED:
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next_key_event = KeyEvent.NO_EVENT
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if next_pin_event == PinEvent.PRESSED:
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next_key_event = KeyEvent.PRESSED_
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if current_key_event == KeyEvent.PRESSED_:
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if next_pin_event == PinEvent.NO_EVENT:
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next_key_event = KeyEvent.NO_EVENT
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if next_pin_event == PinEvent.RELEASED:
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next_key_event = KeyEvent.RELEASED
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if next_pin_event == PinEvent.PRESSED:
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next_key_event = KeyEvent.NO_EVENT
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if current_key_event == KeyEvent.SOFT_RELEASED:
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if next_pin_event == PinEvent.NO_EVENT:
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next_key_event = KeyEvent.NO_EVENT
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if next_pin_event == PinEvent.RELEASED:
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next_key_event = KeyEvent.RELEASED
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if next_pin_event == PinEvent.PRESSED:
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next_key_event = KeyEvent.NO_EVENT
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return self._set_event(next_key_event)
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def _handle_event(self, keyboard) -> None:
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current = self.events.current
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if current == KeyEvent.NO_EVENT:
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return
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if current == KeyEvent.PRESSED_:
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keyboard.add_keycode_to_report(self.keycode)
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if current == KeyEvent.RELEASED:
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keyboard.remove_keycode_from_report(self.keycode)
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if current == KeyEvent.SOFT_RELEASED:
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keyboard.remove_keycode_from_report(self.keycode)
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def handle(self, keyboard, pin):
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if not self._consume_next_event(pin):
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return
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self._handle_event(keyboard)
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class Keycode(KeycodeBase):
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def __init__(self, keycode):
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super().__init__(keycode)
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def self_test(self, keymap):
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if not self.keycode in _VALID_KEYCODES:
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raise Exception("Keycode is not valid")
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class Modifier(KeycodeBase):
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def __init__(self, keycode):
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super().__init__(keycode)
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def self_test(self, keymap):
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if not self.keycode in _VALID_MODIFIERS:
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raise Exception("Keycode is not valid")
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class LayerKeyBase(KeyBase):
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layer_to_switch_to: int
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def __init__(self, layer: int, allowed_events):
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super().__init__(allowed_events)
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self.layer_to_switch_to = layer
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class Toggle(LayerKeyBase):
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def __init__(self, layer: int):
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allowed_events = [
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KeyEvent.NO_EVENT,
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KeyEvent.PRESSED_TOGGLED_ON,
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KeyEvent.RELEASED_TOGGLED_ON,
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KeyEvent.PRESSED_TOGGLED_OFF,
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KeyEvent.RELEASED,
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KeyEvent.SOFT_RELEASED]
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super().__init__(layer, allowed_events)
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def _consume_next_event(self, pin: Pin) -> bool:
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"""Returns: a boolean representing if the event property was updated with a new event or not"""
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next_pin_event = pin.read_event()
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current_key_event, previous_key_event = self.events.current, self.events.previous
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# First handle if key is in soft release mode
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if current_key_event == KeyEvent.SOFT_RELEASED:
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if previous_key_event == KeyEvent.RELEASED:
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return self._set_event(KeyEvent.RELEASED)
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if previous_key_event == KeyEvent.RELEASED_TOGGLED_ON:
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return self._set_event(KeyEvent.RELEASED)
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if next_pin_event == PinEvent.RELEASED:
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return self._set_event(KeyEvent.RELEASED)
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else:
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return self._set_event(KeyEvent.NO_EVENT)
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# After that all no events from the pin is handled in the same way
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if next_pin_event == PinEvent.NO_EVENT:
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return self._set_event(KeyEvent.NO_EVENT)
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# Then handle each event transition emulating a trigger key
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if current_key_event == KeyEvent.RELEASED:
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if next_pin_event == PinEvent.PRESSED:
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return self._set_event(KeyEvent.PRESSED_TOGGLED_ON)
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if next_pin_event == PinEvent.RELEASED:
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return self._set_event(KeyEvent.NO_EVENT)
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if current_key_event == KeyEvent.PRESSED_TOGGLED_ON:
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if next_pin_event == PinEvent.PRESSED:
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return self._set_event(KeyEvent.NO_EVENT)
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if next_pin_event == PinEvent.RELEASED:
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return self._set_event(KeyEvent.RELEASED_TOGGLED_ON)
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if current_key_event == KeyEvent.RELEASED_TOGGLED_ON:
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if next_pin_event == PinEvent.PRESSED:
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return self._set_event(KeyEvent.PRESSED_TOGGLED_OFF)
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if next_pin_event == PinEvent.RELEASED:
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return self._set_event(KeyEvent.NO_EVENT)
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if current_key_event == KeyEvent.PRESSED_TOGGLED_OFF:
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if next_pin_event == PinEvent.PRESSED:
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return self._set_event(KeyEvent.NO_EVENT)
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if next_pin_event == PinEvent.RELEASED:
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return self._set_event(KeyEvent.RELEASED)
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raise NotImplementedError()
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def _release_all_other_keys(self, keyboard):
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for layer in keyboard.keymap:
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for key in layer:
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if key is self:
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continue
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key.soft_release(keyboard)
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def _handle_event(self, keyboard, pin):
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current = self.events.current
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if current == KeyEvent.PRESSED_TOGGLED_ON:
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keyboard.layer.toggle(self.layer_to_switch_to)
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self._release_all_other_keys(keyboard)
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return
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if current == KeyEvent.RELEASED_TOGGLED_ON:
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return
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if current == KeyEvent.PRESSED_TOGGLED_OFF:
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keyboard.layer.release_toggled()
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self._release_all_other_keys(keyboard)
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return
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if current == KeyEvent.RELEASED:
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return
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raise NotImplementedError()
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def handle(self, keyboard, pin: Pin):
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if not self._consume_next_event(pin):
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return
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self._handle_event(keyboard, pin)
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def self_test(self, keymap: list[list[KeyBase]]):
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key_on_layer_to_switch_to = keymap[self.layer_to_switch_to][self.key_index]
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if key_on_layer_to_switch_to is self:
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return
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raise Exception(
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f"Toggle layer key must have an identical Toggle layer key on layer[{self.layer_to_switch_to}] key[{self.key_index}]")
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def soft_release(self, keyboard):
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pressed = self.events.current not in [
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KeyEvent.RELEASED, KeyEvent.PRESSED_TOGGLED_OFF, KeyEvent.SOFT_RELEASED]
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if not pressed:
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return
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self._set_event(KeyEvent.SOFT_RELEASED)
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class Hold(LayerKeyBase):
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def __init__(self, layer: int):
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allowed_events = [KeyEvent.SOFT_RELEASED]
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super().__init__(layer, allowed_events)
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def soft_release(self, keyboard):
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pass
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# todo: Release all keys not the same as the old layer
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# if type(key) is Hold:
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# if not currentlyPressed and previouslyDebounced:
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# self.pin_states_last_cycle[pin_index] = (
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# __UNPRESSED,)
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#
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# if currentlyPressed and not previouslyPressed and not previouslyDebounced:
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# self.held_layer = key.layer
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# self.pin_states_last_cycle[pin_index] = (
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# __PRESSED, key)
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# continue
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# if previouslyPressed and not currentlyPressed:
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# self.held_layer = None
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# self.pin_states_last_cycle[pin_index] = (
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# __UNPRESSED,)
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# continue
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#
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