Don't suppress modifiers upon releasing a layer. Fixes #82.
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@@ -288,7 +288,7 @@ static void updateActiveUsbReports(void)
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if (activeLayer == LayerId_Base) {
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activeLayer = GetActiveLayer();
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}
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bool suppressKeys = previousLayer != LayerId_Base && activeLayer == LayerId_Base;
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bool layerGotReleased = previousLayer != LayerId_Base && activeLayer == LayerId_Base;
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LedDisplay_SetLayer(activeLayer);
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if (MacroPlaying) {
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@@ -305,7 +305,6 @@ static void updateActiveUsbReports(void)
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key_state_t *keyState = &KeyStates[slotId][keyId];
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key_action_t *action = &CurrentKeymap[activeLayer][slotId][keyId];
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if (keyState->debounceCounter < KEY_DEBOUNCER_TIMEOUT_MSEC) {
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keyState->current = keyState->previous;
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} else if (!keyState->previous && keyState->current) {
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@@ -313,7 +312,8 @@ static void updateActiveUsbReports(void)
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}
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if (keyState->current) {
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if (suppressKeys) {
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key_action_t *baseAction = &CurrentKeymap[LayerId_Base][slotId][keyId];
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if (layerGotReleased && !(baseAction->type == KeyActionType_Keystroke && baseAction->keystroke.scancode == 0 && baseAction->keystroke.modifiers)) {
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keyState->suppressed = true;
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}
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