Clean up the layer toggle code a bit.
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@@ -48,7 +48,7 @@ static parser_error_t parseKeyStrokeAction(key_action_t *keyAction, uint8_t keyS
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static parser_error_t parseSwitchLayerAction(key_action_t *KeyAction, config_buffer_t *buffer)
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{
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uint8_t layer = ReadUInt8(buffer) + 1;
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uint8_t mode = ReadUInt8(buffer);
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switch_layer_mode_t mode = ReadUInt8(buffer);
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KeyAction->type = KeyActionType_SwitchLayer;
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KeyAction->switchLayer.layer = layer;
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@@ -5,12 +5,12 @@
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#include "keymap.h"
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static bool heldLayers[LAYER_COUNT];
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static switch_layer_mode_t pressedLayers[LAYER_COUNT];
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static bool toggledLayers[LAYER_COUNT];
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void updateLayerStates(void)
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{
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memset(heldLayers, false, LAYER_COUNT);
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memset(pressedLayers, false, LAYER_COUNT);
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memset(toggledLayers, false, LAYER_COUNT);
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for (uint8_t slotId=0; slotId<SLOT_COUNT; slotId++) {
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for (uint8_t keyId=0; keyId<MAX_KEY_COUNT_PER_MODULE; keyId++) {
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@@ -20,9 +20,8 @@ void updateLayerStates(void)
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if (action.type == KeyActionType_SwitchLayer) {
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if (action.switchLayer.mode != SwitchLayerMode_Toggle) {
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heldLayers[action.switchLayer.layer] = true;
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}
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if (action.switchLayer.mode != SwitchLayerMode_Hold && !keyState->previous && keyState->current) {
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pressedLayers[action.switchLayer.layer] = action.switchLayer.mode;
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} else if (!keyState->previous && keyState->current) {
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toggledLayers[action.switchLayer.layer] = action.switchLayer.mode;
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}
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}
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}
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@@ -40,11 +39,11 @@ layer_id_t GetActiveLayer()
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// Handle toggled layers
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for (layer_id_t layerId=LayerId_Mod; layerId<=LayerId_Mouse; layerId++) {
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if (pressedLayers[layerId]) {
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if (toggledLayers[layerId]) {
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if (ToggledLayer == layerId) {
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ToggledLayer = LayerId_Base;
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break;
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} else if (ToggledLayer == LayerId_Base && pressedLayers[layerId] == SwitchLayerMode_Toggle) {
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} else if (ToggledLayer == LayerId_Base && toggledLayers[layerId] == SwitchLayerMode_Toggle) {
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ToggledLayer = layerId;
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break;
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}
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