Make Magic handling more consistent in Action Keycode handling (#9126)
Co-authored-by: Ryan <fauxpark@gmail.com>
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					 3 changed files with 24 additions and 7 deletions
				
			
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			@ -16,14 +16,12 @@
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#include "keycode_config.h"
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extern keymap_config_t keymap_config;
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/** \brief keycode_config
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 *
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 * This function is used to check a specific keycode against the bootmagic config,
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 * and will return the corrected keycode, when appropriate.
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 */
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uint16_t keycode_config(uint16_t keycode) {
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__attribute__((weak)) uint16_t keycode_config(uint16_t keycode) {
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    switch (keycode) {
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        case KC_CAPS_LOCK:
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        case KC_LOCKING_CAPS_LOCK:
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			@ -123,7 +121,7 @@ uint16_t keycode_config(uint16_t keycode) {
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 *  and will remove or replace mods, based on that.
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 */
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uint8_t mod_config(uint8_t mod) {
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__attribute__((weak)) uint8_t mod_config(uint8_t mod) {
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    if (keymap_config.swap_lalt_lgui) {
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        if ((mod & MOD_RGUI) == MOD_LGUI) {
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            mod &= ~MOD_LGUI;
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			@ -72,13 +72,21 @@ action_t action_for_keycode(uint16_t keycode) {
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            action.code = ACTION_TRANSPARENT;
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            break;
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        case QK_MODS ... QK_MODS_MAX:;
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            // Has a modifier
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            // Split it up
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        // Has a modifier
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        // Split it up
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#ifdef LEGACY_MAGIC_HANDLING
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            action.code = ACTION_MODS_KEY(QK_MODS_GET_MODS(keycode), QK_MODS_GET_BASIC_KEYCODE(keycode)); // adds modifier to key
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#else                                                                                                     // LEGACY_MAGIC_HANDLING
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            action.code = ACTION_MODS_KEY(mod_config(QK_MODS_GET_MODS(keycode)), keycode_config(QK_MODS_GET_BASIC_KEYCODE(keycode))); // adds modifier to key
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#endif                                                                                                    // LEGACY_MAGIC_HANDLING
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            break;
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#ifndef NO_ACTION_LAYER
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        case QK_LAYER_TAP ... QK_LAYER_TAP_MAX:
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#    ifdef LEGACY_MAGIC_HANDLING
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            action.code = ACTION_LAYER_TAP_KEY(QK_LAYER_TAP_GET_LAYER(keycode), QK_LAYER_TAP_GET_TAP_KEYCODE(keycode));
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#    else  // LEGACY_MAGIC_HANDLING
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            action.code = ACTION_LAYER_TAP_KEY(QK_LAYER_TAP_GET_LAYER(keycode), keycode_config(QK_LAYER_TAP_GET_TAP_KEYCODE(keycode)));
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#    endif // LEGACY_MAGIC_HANDLING
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            break;
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        case QK_TO ... QK_TO_MAX:;
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            // Layer set "GOTO"
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			@ -125,13 +133,21 @@ action_t action_for_keycode(uint16_t keycode) {
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#endif
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#ifndef NO_ACTION_TAPPING
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        case QK_MOD_TAP ... QK_MOD_TAP_MAX:
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            mod         = mod_config(QK_MOD_TAP_GET_MODS(keycode));
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            mod = mod_config(QK_MOD_TAP_GET_MODS(keycode));
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#    ifdef LEGACY_MAGIC_HANDLING
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            action.code = ACTION_MODS_TAP_KEY(mod, QK_MOD_TAP_GET_TAP_KEYCODE(keycode));
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#    else  // LEGACY_MAGIC_HANDLING
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            action.code = ACTION_MODS_TAP_KEY(mod, keycode_config(QK_MOD_TAP_GET_TAP_KEYCODE(keycode)));
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#    endif // LEGACY_MAGIC_HANDLING
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            break;
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#endif
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#ifdef SWAP_HANDS_ENABLE
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        case QK_SWAP_HANDS ... QK_SWAP_HANDS_MAX:
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#    ifdef LEGACY_MAGIC_HANDLING
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            action.code = ACTION(ACT_SWAP_HANDS, QK_SWAP_HANDS_GET_TAP_KEYCODE(keycode));
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#    else  // LEGACY_MAGIC_HANDLING
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            action.code = ACTION(ACT_SWAP_HANDS, keycode_config(QK_SWAP_HANDS_GET_TAP_KEYCODE(keycode)));
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#    endif // LEGACY_MAGIC_HANDLING
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            break;
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#endif
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