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/* Return an integer that corresponds to what kind of tap dance should be executed.
*
* How to figure out tap dance state: interrupted and pressed.
*
* Interrupted: If the state of a dance is "interrupted", that means that another key has been hit
* under the tapping term. This is typically indicitive that you are trying to "tap" the key.
*
* Pressed: Whether or not the key is still being pressed. If this value is true, that means the tapping term
* has ended, but the key is still being pressed down. This generally means the key is being "held".
*
* One thing that is currenlty not possible with qmk software in regards to tap dance is to mimic the "permissive hold"
* feature. In general, advanced tap dances do not work well if they are used with commonly typed letters.
* For example "A". Tap dances are best used on non-letter keys that are not hit while typing letters.
*
* Good places to put an advanced tap dance:
* z,q,x,j,k,v,b, any function key, home/end, comma, semi-colon
*
* Criteria for "good placement" of a tap dance key:
* Not a key that is hit frequently in a sentence
* Not a key that is used frequently to double tap, for example 'tab' is often double tapped in a terminal, or
* in a web form. So 'tab' would be a poor choice for a tap dance.
* Letters used in common words as a double. For example 'p' in 'pepper'. If a tap dance function existed on the
* letter 'p', the word 'pepper' would be quite frustating to type.
*
* For the third point, there does exist the 'TD_DOUBLE_SINGLE_TAP', however this is not fully tested
*
*/
#include QMK_KEYBOARD_H
#include "keymap_bepo.h"
#include "quad_tapdance.h"
#include "keycodes.h"
td_state_t cur_dance(tap_dance_state_t *state) {
if (state->count == 1) {
// The function can be called when the delay is over, or because of
// another tap.
// I do not check here if the delay is over, as soon as another tap
// occurs, I check the state of the key and switch in hold mode if the
// key is still pressed.
//
if (!state->pressed) return TD_SINGLE_TAP;
// Key has not been interrupted, but the key is still held. Means you want to send a 'HOLD'.
else return TD_SINGLE_HOLD;
} else if (state->count == 2) {
// TD_DOUBLE_SINGLE_TAP is to distinguish between typing "pepper", and actually wanting a double tap
// action when hitting 'pp'. Suggested use case for this return value is when you want to send two
// keystrokes of the key, and not the 'double tap' action/macro.
if (state->interrupted) return TD_DOUBLE_SINGLE_TAP;
else if (state->pressed) return TD_DOUBLE_HOLD;
else return TD_DOUBLE_TAP;
}
// Assumes no one is trying to type the same letter three times (at least not quickly).
// If your tap dance key is 'KC_W', and you want to type "www." quickly - then you will need to add
// an exception here to return a 'TD_TRIPLE_SINGLE_TAP', and define that enum just like 'TD_DOUBLE_SINGLE_TAP'
if (state->count == 3) {
if (state->interrupted || !state->pressed) return TD_TRIPLE_TAP;
else return TD_TRIPLE_HOLD;
} else return TD_UNKNOWN;
}
//
// Definition for the key W.
//
// The main usage is to send the letter W when pressed, but the key is also
// used to activate the SHIFT mode when pressed.
//
// If the key is double tapped, it will also switch into the caps_word mode.
//
static td_tap_t w_tap_state = {
.is_press_action = true,
.state = TD_NONE
};
void w_finished(tap_dance_state_t *state, void *user_data) {
w_tap_state.state = cur_dance(state);
switch (w_tap_state.state) {
case TD_SINGLE_TAP:
register_code(BP_W); break;
case TD_DOUBLE_TAP:
case TD_DOUBLE_SINGLE_TAP:
caps_word_on();
break;
case TD_SINGLE_HOLD:
case TD_DOUBLE_HOLD:
caps_word_off();
register_code(KC_RIGHT_SHIFT);
break;
default: break;
}
}
void w_reset(tap_dance_state_t *state, void *user_data) {
switch (w_tap_state.state) {
case TD_SINGLE_TAP: unregister_code(BP_W); break;
case TD_SINGLE_HOLD: unregister_code(KC_RIGHT_SHIFT); break;
case TD_DOUBLE_SINGLE_TAP: unregister_code(BP_W); break;
default: break;
}
w_tap_state.state = TD_NONE;
}
//
// Definition for the layer key
//
// The only one usage is to activate the layer over the keyboard, but there is
// two way of doing it:
//
// The first mode, when hold, is to activate the layer as long as the key is pressed.
// The second one is to switch in the layer mode when double tapped, in this
// mode, you can go back into the normal layer by a single press on the key.
//
static td_tap_t ql_tap_state = {
.is_press_action = true,
.state = TD_NONE
};
// Functions that control what our tap dance key does
void ql_finished(tap_dance_state_t *state, void *user_data) {
ql_tap_state.state = cur_dance(state);
switch (ql_tap_state.state) {
// Remove the layer with a single tap, this way I always have a key to remove the
// the layer, without knowing the previous state I had.
case TD_SINGLE_TAP: layer_off(LAYER_SYMBOLS); break;
case TD_SINGLE_HOLD: layer_on(LAYER_SYMBOLS); break;
case TD_DOUBLE_TAP: layer_invert(LAYER_SYMBOLS); break;
default: break;
}
}
void ql_reset(tap_dance_state_t *state, void *user_data) {
// If the key was held down and now is released then switch off the layer
if (ql_tap_state.state == TD_SINGLE_HOLD) {
layer_off(LAYER_SYMBOLS);
}
ql_tap_state.state = TD_NONE;
}
//
// Declare the tapdance table here.
//
tap_dance_action_t tap_dance_actions[] = {
[TD_C_CCED] = ACTION_TAP_DANCE_DOUBLE(BP_C, BP_CCED),
[TD_PRC] = ACTION_TAP_DANCE_DOUBLE(BP_EQL, BP_PERC),
[TD_W_CAPSLOCK] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, w_finished, w_reset),
[TD_LAYER_SYMB] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, ql_finished, ql_reset),
[TD_EE] = ACTION_TAP_DANCE_DOUBLE(BP_COMM, BP_EGRV),
};
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