Migrate platform independent code from tmk_core -> quantum (#13673)
* Migrate action|keyboard|keycode|eeconfig from tmk_core -> quantum
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					 19 changed files with 14 additions and 9 deletions
				
			
		
							
								
								
									
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								quantum/action_layer.c
									
										
									
									
									
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								quantum/action_layer.c
									
										
									
									
									
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#include <stdint.h>
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#include "keyboard.h"
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#include "action.h"
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#include "util.h"
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#include "action_layer.h"
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#ifdef DEBUG_ACTION
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#    include "debug.h"
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#else
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#    include "nodebug.h"
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#endif
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/** \brief Default Layer State
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 */
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layer_state_t default_layer_state = 0;
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/** \brief Default Layer State Set At user Level
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 *
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 * Run user code on default layer state change
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 */
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__attribute__((weak)) layer_state_t default_layer_state_set_user(layer_state_t state) { return state; }
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/** \brief Default Layer State Set At Keyboard Level
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 *
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 *  Run keyboard code on default layer state change
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 */
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__attribute__((weak)) layer_state_t default_layer_state_set_kb(layer_state_t state) { return default_layer_state_set_user(state); }
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/** \brief Default Layer State Set
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 *
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 * Static function to set the default layer state, prints debug info and clears keys
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 */
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static void default_layer_state_set(layer_state_t state) {
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    state = default_layer_state_set_kb(state);
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    debug("default_layer_state: ");
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    default_layer_debug();
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    debug(" to ");
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    default_layer_state = state;
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    default_layer_debug();
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    debug("\n");
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#ifdef STRICT_LAYER_RELEASE
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    clear_keyboard_but_mods();  // To avoid stuck keys
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#else
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    clear_keyboard_but_mods_and_keys();  // Don't reset held keys
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#endif
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}
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/** \brief Default Layer Print
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 *
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 * Print out the hex value of the 32-bit default layer state, as well as the value of the highest bit.
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 */
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void default_layer_debug(void) { dprintf("%08lX(%u)", default_layer_state, get_highest_layer(default_layer_state)); }
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/** \brief Default Layer Set
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 *
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 * Sets the default layer state.
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 */
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void default_layer_set(layer_state_t state) { default_layer_state_set(state); }
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#ifndef NO_ACTION_LAYER
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/** \brief Default Layer Or
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 *
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 * Turns on the default layer based on matching bits between specifed layer and existing layer state
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 */
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void default_layer_or(layer_state_t state) { default_layer_state_set(default_layer_state | state); }
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/** \brief Default Layer And
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 *
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 * Turns on default layer based on matching enabled bits between specifed layer and existing layer state
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 */
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void default_layer_and(layer_state_t state) { default_layer_state_set(default_layer_state & state); }
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/** \brief Default Layer Xor
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 *
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 * Turns on default layer based on non-matching bits between specifed layer and existing layer state
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 */
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void default_layer_xor(layer_state_t state) { default_layer_state_set(default_layer_state ^ state); }
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#endif
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#ifndef NO_ACTION_LAYER
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/** \brief Keymap Layer State
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 */
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layer_state_t layer_state = 0;
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/** \brief Layer state set user
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 *
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 * Runs user code on layer state change
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 */
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__attribute__((weak)) layer_state_t layer_state_set_user(layer_state_t state) { return state; }
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/** \brief Layer state set keyboard
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 *
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 * Runs keyboard code on layer state change
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 */
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__attribute__((weak)) layer_state_t layer_state_set_kb(layer_state_t state) { return layer_state_set_user(state); }
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/** \brief Layer state set
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 *
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 * Sets the layer to match the specifed state (a bitmask)
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 */
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void layer_state_set(layer_state_t state) {
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    state = layer_state_set_kb(state);
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    dprint("layer_state: ");
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    layer_debug();
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    dprint(" to ");
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    layer_state = state;
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    layer_debug();
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    dprintln();
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#    ifdef STRICT_LAYER_RELEASE
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    clear_keyboard_but_mods();  // To avoid stuck keys
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#    else
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    clear_keyboard_but_mods_and_keys();  // Don't reset held keys
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#    endif
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}
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/** \brief Layer clear
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 *
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 * Turn off all layers
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 */
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void layer_clear(void) { layer_state_set(0); }
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/** \brief Layer state is
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 *
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 * Return whether the given state is on (it might still be shadowed by a higher state, though)
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 */
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bool layer_state_is(uint8_t layer) { return layer_state_cmp(layer_state, layer); }
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/** \brief Layer state compare
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 *
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 * Used for comparing layers {mostly used for unit testing}
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 */
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bool layer_state_cmp(layer_state_t cmp_layer_state, uint8_t layer) {
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    if (!cmp_layer_state) {
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        return layer == 0;
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    }
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    return (cmp_layer_state & ((layer_state_t)1 << layer)) != 0;
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}
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/** \brief Layer move
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 *
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 * Turns on the given layer and turn off all other layers
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 */
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void layer_move(uint8_t layer) { layer_state_set((layer_state_t)1 << layer); }
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/** \brief Layer on
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 *
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 * Turns on given layer
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 */
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void layer_on(uint8_t layer) { layer_state_set(layer_state | ((layer_state_t)1 << layer)); }
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/** \brief Layer off
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 *
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 * Turns off given layer
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 */
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void layer_off(uint8_t layer) { layer_state_set(layer_state & ~((layer_state_t)1 << layer)); }
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/** \brief Layer invert
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 *
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 * Toggle the given layer (set it if it's unset, or unset it if it's set)
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 */
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void layer_invert(uint8_t layer) { layer_state_set(layer_state ^ ((layer_state_t)1 << layer)); }
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/** \brief Layer or
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 *
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 * Turns on layers based on matching bits between specifed layer and existing layer state
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 */
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void layer_or(layer_state_t state) { layer_state_set(layer_state | state); }
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/** \brief Layer and
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 *
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 * Turns on layers based on matching enabled bits between specifed layer and existing layer state
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 */
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void layer_and(layer_state_t state) { layer_state_set(layer_state & state); }
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/** \brief Layer xor
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 *
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 * Turns on layers based on non-matching bits between specifed layer and existing layer state
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 */
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void layer_xor(layer_state_t state) { layer_state_set(layer_state ^ state); }
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/** \brief Layer debug printing
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 *
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 * Print out the hex value of the 32-bit layer state, as well as the value of the highest bit.
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 */
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void layer_debug(void) { dprintf("%08lX(%u)", layer_state, get_highest_layer(layer_state)); }
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#endif
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#if !defined(NO_ACTION_LAYER) && !defined(STRICT_LAYER_RELEASE)
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/** \brief source layer cache
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 */
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uint8_t source_layers_cache[(MATRIX_ROWS * MATRIX_COLS + 7) / 8][MAX_LAYER_BITS] = {{0}};
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/** \brief update source layers cache
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 *
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 * Updates the cached keys when changing layers
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 */
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void update_source_layers_cache(keypos_t key, uint8_t layer) {
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    const uint8_t key_number  = key.col + (key.row * MATRIX_COLS);
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    const uint8_t storage_row = key_number / 8;
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    const uint8_t storage_bit = key_number % 8;
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    for (uint8_t bit_number = 0; bit_number < MAX_LAYER_BITS; bit_number++) {
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        source_layers_cache[storage_row][bit_number] ^= (-((layer & (1U << bit_number)) != 0) ^ source_layers_cache[storage_row][bit_number]) & (1U << storage_bit);
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    }
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}
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/** \brief read source layers cache
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 *
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 * reads the cached keys stored when the layer was changed
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 */
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uint8_t read_source_layers_cache(keypos_t key) {
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    const uint8_t key_number  = key.col + (key.row * MATRIX_COLS);
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    const uint8_t storage_row = key_number / 8;
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    const uint8_t storage_bit = key_number % 8;
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    uint8_t       layer       = 0;
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    for (uint8_t bit_number = 0; bit_number < MAX_LAYER_BITS; bit_number++) {
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        layer |= ((source_layers_cache[storage_row][bit_number] & (1U << storage_bit)) != 0) << bit_number;
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    }
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    return layer;
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}
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#endif
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/** \brief Store or get action (FIXME: Needs better summary)
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 *
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 * Make sure the action triggered when the key is released is the same
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 * one as the one triggered on press. It's important for the mod keys
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 * when the layer is switched after the down event but before the up
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 * event as they may get stuck otherwise.
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 */
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action_t store_or_get_action(bool pressed, keypos_t key) {
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#if !defined(NO_ACTION_LAYER) && !defined(STRICT_LAYER_RELEASE)
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    if (disable_action_cache) {
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        return layer_switch_get_action(key);
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    }
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    uint8_t layer;
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    if (pressed) {
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        layer = layer_switch_get_layer(key);
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        update_source_layers_cache(key, layer);
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    } else {
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        layer = read_source_layers_cache(key);
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    }
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    return action_for_key(layer, key);
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#else
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    return layer_switch_get_action(key);
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#endif
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}
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/** \brief Layer switch get layer
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 *
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 * Gets the layer based on key info
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 */
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uint8_t layer_switch_get_layer(keypos_t key) {
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#ifndef NO_ACTION_LAYER
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    action_t action;
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    action.code = ACTION_TRANSPARENT;
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    layer_state_t layers = layer_state | default_layer_state;
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    /* check top layer first */
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    for (int8_t i = MAX_LAYER - 1; i >= 0; i--) {
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        if (layers & ((layer_state_t)1 << i)) {
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            action = action_for_key(i, key);
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            if (action.code != ACTION_TRANSPARENT) {
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                return i;
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            }
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        }
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    }
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    /* fall back to layer 0 */
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    return 0;
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#else
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    return get_highest_layer(default_layer_state);
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#endif
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}
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/** \brief Layer switch get layer
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 *
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 * Gets action code based on key position
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 */
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action_t layer_switch_get_action(keypos_t key) { return action_for_key(layer_switch_get_layer(key), key); }
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