In register_code16 and unregister_code16 we call register_code and
unregister_code twice, once for the mods and once for the keycode.
The (un)register_code have many check to see that keycode we have sent
however because we know that we are sending it a mods key, why not
just skip all of it and call (un)register_mods instead. This will skip
alot of checks and should speedup the loop a little.
the quantum matrix codes where not being initialized or/and called
so no feature of the quantum firmware could be used. These codes have
been added and now we can enjoy the quantum firmware goodness.
* Add HOME/END keys as upper/lower on arrow-up/down
* Reduce .hex file size by turning off unneeded options
* Put digit keypad onto left hand upon RAISE; this will sometimes be preferable to double-hits of right hand
* Moved duplicated defines out of inappropriate source files (matrix
pins in keymap subdirectory)
* Eliminated default keymap directory
* Hardcoded serial keymap to use serial defines and EE_CONFIG
* Hardcoded i2c keymap to use i2c defines
- Swiss German Ergodox layout:
Added ENTER key to left keyboard half on media layer
such that the enter key is available on both halves to
be able to flash both halves without an additional keyboard.
- Add Swiss German layout for Ergodox Infinity based on default
layout for Ergodox EZ.
- Minor changes in the event loop to prevent flashing display
background lights.
Since we can't read the real_mods and oneshot_mods static variable
directly within the update_user_visualizer_state
function (Threading and serial link). We are know storing the mods
states in the visualizer_keyboard_status_t structure. We can now
display the status of the modifier keys on the LCD display.
After setting a ONESHOT_TIMEOUT value, the oneshot layer state would
not expire without an event being triggered (key pressed). The reason
was that in the process_record function we would return priort to
execute the process_action function if it detected a NOEVENT cycle. The
process_action contained the codes to timeout the oneshot layer state.
The codes to clear the oneshot layer state have been move just in
front of where we check for the NOEVENT cycle in the process_record
function.