Make keys light up when pressed
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@ -2,21 +2,39 @@ use core::sync::atomic::{AtomicU16, Ordering};
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use alloc::{boxed::Box, vec::Vec};
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use embassy_executor::Spawner;
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use embassy_rp::gpio::{AnyPin, Input, Pin, Pull};
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use embassy_rp::{
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gpio::{AnyPin, Input, Pin, Pull},
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pio::PioInstanceBase,
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};
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use embassy_time::{Duration, Timer};
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use futures::{select_biased, FutureExt};
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use log::{debug, error, info, warn};
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use static_cell::StaticCell;
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use tgnt::{button::Button, layer::Layer};
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use crate::usb::keyboard::KB_REPORT;
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static CURRENT_LAYER: AtomicU16 = AtomicU16::new(0);
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use crate::{
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lights::Lights,
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usb::keyboard::KB_REPORT,
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ws2812::{Rgb, Ws2812},
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};
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pub struct KeyboardConfig {
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/// Array of input pins of each switch
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pub pins: [AnyPin; SWITCH_COUNT],
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/// Array of LED indices of each switch
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pub led_map: [usize; SWITCH_COUNT],
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pub led_driver: Ws2812<PioInstanceBase<1>>,
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pub layers: Vec<Layer>,
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}
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struct State {
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current_layer: AtomicU16,
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layers: &'static [Layer],
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/// Array of LED indices of each switch
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led_map: [usize; SWITCH_COUNT],
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lights: Lights<PioInstanceBase<1>, SWITCH_COUNT>,
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}
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impl KeyboardConfig {
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pub async fn create(self) {
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let spawner = Spawner::for_current_executor().await;
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@ -31,8 +49,15 @@ impl KeyboardConfig {
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self.layers.len()
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);
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let layers = Box::leak(self.layers.into_boxed_slice());
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for (i, layer) in layers.iter().enumerate() {
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static STATE: StaticCell<State> = StaticCell::new();
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let state = STATE.init_with(|| State {
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current_layer: AtomicU16::new(0),
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layers: Box::leak(self.layers.into_boxed_slice()),
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lights: Lights::new(self.led_driver),
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led_map: self.led_map,
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});
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for (i, layer) in state.layers.iter().enumerate() {
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if layer.buttons.len() != SWITCH_COUNT {
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warn!(
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"layer {i} defines {} buttons, but there are {SWITCH_COUNT} switches",
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@ -42,7 +67,7 @@ impl KeyboardConfig {
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}
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for (i, pin) in self.pins.into_iter().enumerate() {
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if spawner.spawn(switch_task(i, pin, layers)).is_err() {
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if spawner.spawn(switch_task(i, pin, state)).is_err() {
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error!("failed to spawn switch task, pool_size mismatch?");
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break;
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}
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@ -50,12 +75,12 @@ impl KeyboardConfig {
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}
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}
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const MOD_TAP_TIME: Duration = Duration::from_millis(100);
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const MOD_TAP_TIME: Duration = Duration::from_millis(150);
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const SWITCH_COUNT: usize = 18;
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/// Task for monitoring a single switch pin, and handling button presses.
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#[embassy_executor::task(pool_size = 18)]
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async fn switch_task(switch_num: usize, pin: AnyPin, layers: &'static [Layer]) -> ! {
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async fn switch_task(switch_num: usize, pin: AnyPin, state: &'static State) -> ! {
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let _pin_nr = pin.pin();
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let mut pin = Input::new(pin, Pull::Up);
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loop {
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@ -65,15 +90,15 @@ async fn switch_task(switch_num: usize, pin: AnyPin, layers: &'static [Layer]) -
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// TODO: do we need debouncing?
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// get current layer
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let mut current_layer = CURRENT_LAYER.load(Ordering::Relaxed);
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let layer_count = layers.len() as u16;
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let mut current_layer = state.current_layer.load(Ordering::Relaxed);
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let layer_count = state.layers.len() as u16;
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if current_layer >= layer_count {
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error!("current layer was out of bounds for some reason ({current_layer})");
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current_layer = 0;
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}
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let Some(Layer { buttons }) = layers.get(usize::from(current_layer)) else {
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let Some(Layer { buttons }) = state.layers.get(usize::from(current_layer)) else {
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error!("current layer was out of bounds for some reason ({current_layer})");
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CURRENT_LAYER.store(0, Ordering::Relaxed);
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state.current_layer.store(0, Ordering::Relaxed);
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continue;
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};
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@ -90,50 +115,69 @@ async fn switch_task(switch_num: usize, pin: AnyPin, layers: &'static [Layer]) -
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debug!("switch {switch_num} button {button:?} released");
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};
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let set_led = |color: Rgb| {
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let led_num = state.led_map.get(switch_num).copied();
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move |leds: &mut [Rgb; SWITCH_COUNT]| {
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if let Some(led) = led_num.and_then(|i| leds.get_mut(i)) {
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*led = color;
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}
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}
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};
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match button {
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&Button::Key(key) => {
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KB_REPORT.lock().await.press_key(key);
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state.lights.update(set_led(Rgb::new(0, 150, 0))).await;
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wait_for_release.await;
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KB_REPORT.lock().await.release_key(key);
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state.lights.update(set_led(Rgb::new(0, 0, 0))).await;
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continue;
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}
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&Button::Mod(modifier) => {
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KB_REPORT.lock().await.press_modifier(modifier);
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state.lights.update(set_led(Rgb::new(100, 100, 0))).await;
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wait_for_release.await;
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KB_REPORT.lock().await.release_modifier(modifier);
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state.lights.update(set_led(Rgb::new(0, 0, 0))).await;
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continue;
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}
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&Button::ModTap { keycode, modifier } => {
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&Button::ModTap(key, modifier) => {
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state.lights.update(set_led(Rgb::new(100, 100, 0))).await;
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select_biased! {
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_ = Timer::after(MOD_TAP_TIME).fuse() => {
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KB_REPORT.lock().await.press_modifier(modifier);
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state.lights.update(set_led(Rgb::new(0, 0, 150))).await;
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pin.wait_for_high().await;
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KB_REPORT.lock().await.release_modifier(modifier);
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state.lights.update(set_led(Rgb::new(0, 0, 0))).await;
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debug!("switch {switch_num} button {button:?} released");
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continue;
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}
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_ = wait_for_release.fuse() => {
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KB_REPORT.lock().await.press_key(keycode);
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KB_REPORT.lock().await.press_key(key);
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state.lights.update(set_led(Rgb::new(0, 150, 0))).await;
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Timer::after(Duration::from_millis(10)).await;
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KB_REPORT.lock().await.release_key(keycode);
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KB_REPORT.lock().await.release_key(key);
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state.lights.update(set_led(Rgb::new(0, 0, 0))).await;
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continue;
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}
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}
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}
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Button::NextLayer => {
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let next_layer = (current_layer + 1) % layer_count;
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CURRENT_LAYER.store(next_layer, Ordering::Relaxed);
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state.current_layer.store(next_layer, Ordering::Relaxed);
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debug!("switched to layer {next_layer}");
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}
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Button::PrevLayer => {
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let prev_layer = current_layer.checked_sub(1).unwrap_or(layer_count - 1);
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CURRENT_LAYER.store(prev_layer, Ordering::Relaxed);
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state.current_layer.store(prev_layer, Ordering::Relaxed);
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debug!("switched to layer {prev_layer}");
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}
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Button::None => {}
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}
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wait_for_release.await;
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state.lights.update(set_led(Rgb::new(0, 0, 0))).await;
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}
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}
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