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make MAGIC_SWAP_* work with mod-tap #18349
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FYI: I have a bit over complicated equation for mask value since I initially tested equation for mask with 0x1f. That didn't work well. May be replace them with 0xff00 and 0x00ff.. |
There is a pending PR that does a similar thing: Maybe that PR should be moved forward (there are some concerns that it also changes the behavior of keycodes with modifiers, which may look strange, but then if you are doing things like OS-specific layers, you probably don't need those magic switches at all). |
After some trials, I cleaned up my modification. At least some of my initial concern points were addressed. |
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This issue has been automatically closed because it has not had activity in the last 30 days. If this issue is still valid, re-open the issue and let us know. |
Currently, we have 2 nicely working features:
MT(MOD_LCTL, KC_ESC)
MAGIC_SWAP_ESCAPE_CAPS
(Thiaks for including this feature request from me.)They work as expected as long as they are not used together.
But if they are used together, SWAP is not used since
switch
inquantum/keycode_config.c
uses barekeycode
without mask.This is not just for this particular MAGIC but seems to be a generic issue around MAGIC handling code.
Feature Request Type
Description
For local workaround, I patched as below by masking high 8 bits for some MAGIC handling. (devel branch)
This seems to fix situation for me as I just played but I don't know side effect to mouse key and other possible regressions. Besides, I didn't test this much. This is merely here to indicate issues to be solved..
Someone with good understanding of action code needs to think through this problem.
Regards,
Osamu
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