diff --git a/docs/feature_tap_dance.md b/docs/feature_tap_dance.md index d2da39ad2..7396e791c 100644 --- a/docs/feature_tap_dance.md +++ b/docs/feature_tap_dance.md @@ -76,7 +76,7 @@ qk_tap_dance_action_t tap_dance_actions[] = { [TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS), }; -// Add tap dance item in place of a key code +// Add tap dance item to your keymap in place of a keycode const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { // ... TD(TD_ESC_CAPS) @@ -206,20 +206,22 @@ You will need a few things that can be used for 'Quad Function Tap-Dance'. You'll need to add these to the top of your `keymap.c` file, before your keymap. ```c +typedef enum { + TD_NONE, + TD_UNKNOWN, + TD_SINGLE_TAP, + TD_SINGLE_HOLD, + TD_DOUBLE_TAP, + TD_DOUBLE_HOLD, + TD_DOUBLE_SINGLE_TAP, // Send two single taps + TD_TRIPLE_TAP, + TD_TRIPLE_HOLD +} td_state_t; + typedef struct { bool is_press_action; - uint8_t state; -} tap; - -enum { - SINGLE_TAP = 1, - SINGLE_HOLD, - DOUBLE_TAP, - DOUBLE_HOLD, - DOUBLE_SINGLE_TAP, // Send two single taps - TRIPLE_TAP, - TRIPLE_HOLD -}; + td_state_t state; +} td_tap_t; // Tap dance enums enum { @@ -227,7 +229,7 @@ enum { SOME_OTHER_DANCE }; -uint8_t cur_dance(qk_tap_dance_state_t *state); +td_state_t cur_dance(qk_tap_dance_state_t *state); // For the x tap dance. Put it here so it can be used in any keymap void x_finished(qk_tap_dance_state_t *state, void *user_data); @@ -261,61 +263,61 @@ Now, at the bottom of your `keymap.c` file, you'll need to add the following: * 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 'DOUBLE_SINGLE_TAP', however this is not fully tested + * For the third point, there does exist the 'TD_DOUBLE_SINGLE_TAP', however this is not fully tested * */ -uint8_t cur_dance(qk_tap_dance_state_t *state) { +td_state_t cur_dance(qk_tap_dance_state_t *state) { if (state->count == 1) { - if (state->interrupted || !state->pressed) return SINGLE_TAP; + if (state->interrupted || !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 SINGLE_HOLD; + else return TD_SINGLE_HOLD; } else if (state->count == 2) { - // DOUBLE_SINGLE_TAP is to distinguish between typing "pepper", and actually wanting a double tap + // 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 DOUBLE_SINGLE_TAP; - else if (state->pressed) return DOUBLE_HOLD; - else return DOUBLE_TAP; + 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 'TRIPLE_SINGLE_TAP', and define that enum just like 'DOUBLE_SINGLE_TAP' + // 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 TRIPLE_TAP; - else return TRIPLE_HOLD; - } else return 8; // Magic number. At some point this method will expand to work for more presses + if (state->interrupted || !state->pressed) return TD_TRIPLE_TAP; + else return TD_TRIPLE_HOLD; + } else return TD_UNKNOWN; } -// Create an instance of 'tap' for the 'x' tap dance. -static tap xtap_state = { +// Create an instance of 'td_tap_t' for the 'x' tap dance. +static td_tap_t xtap_state = { .is_press_action = true, - .state = 0 + .state = TD_NONE }; void x_finished(qk_tap_dance_state_t *state, void *user_data) { xtap_state.state = cur_dance(state); switch (xtap_state.state) { - case SINGLE_TAP: register_code(KC_X); break; - case SINGLE_HOLD: register_code(KC_LCTRL); break; - case DOUBLE_TAP: register_code(KC_ESC); break; - case DOUBLE_HOLD: register_code(KC_LALT); break; + case TD_SINGLE_TAP: register_code(KC_X); break; + case TD_SINGLE_HOLD: register_code(KC_LCTRL); break; + case TD_DOUBLE_TAP: register_code(KC_ESC); break; + case TD_DOUBLE_HOLD: register_code(KC_LALT); break; // Last case is for fast typing. Assuming your key is `f`: // For example, when typing the word `buffer`, and you want to make sure that you send `ff` and not `Esc`. // In order to type `ff` when typing fast, the next character will have to be hit within the `TAPPING_TERM`, which by default is 200ms. - case DOUBLE_SINGLE_TAP: tap_code(KC_X); register_code(KC_X); + case TD_DOUBLE_SINGLE_TAP: tap_code(KC_X); register_code(KC_X); } } void x_reset(qk_tap_dance_state_t *state, void *user_data) { switch (xtap_state.state) { - case SINGLE_TAP: unregister_code(KC_X); break; - case SINGLE_HOLD: unregister_code(KC_LCTRL); break; - case DOUBLE_TAP: unregister_code(KC_ESC); break; - case DOUBLE_HOLD: unregister_code(KC_LALT); - case DOUBLE_SINGLE_TAP: unregister_code(KC_X); + case TD_SINGLE_TAP: unregister_code(KC_X); break; + case TD_SINGLE_HOLD: unregister_code(KC_LCTRL); break; + case TD_DOUBLE_TAP: unregister_code(KC_ESC); break; + case TD_DOUBLE_HOLD: unregister_code(KC_LALT); + case TD_DOUBLE_SINGLE_TAP: unregister_code(KC_X); } - xtap_state.state = 0; + xtap_state.state = TD_NONE; } qk_tap_dance_action_t tap_dance_actions[] = { @@ -343,9 +345,11 @@ enum td_keycodes { // Define a type containing as many tapdance states as you need typedef enum { - SINGLE_TAP, - SINGLE_HOLD, - DOUBLE_SINGLE_TAP + TD_NONE, + TD_UNKNOWN, + TD_SINGLE_TAP, + TD_SINGLE_HOLD, + TD_DOUBLE_SINGLE_TAP } td_state_t; // Create a global instance of the tapdance state type @@ -354,7 +358,7 @@ static td_state_t td_state; // Declare your tapdance functions: // Function to determine the current tapdance state -uint8_t cur_dance(qk_tap_dance_state_t *state); +td_state_t cur_dance(qk_tap_dance_state_t *state); // `finished` and `reset` functions for each tapdance keycode void altlp_finished(qk_tap_dance_state_t *state, void *user_data); @@ -365,14 +369,14 @@ Below your `LAYOUT`, define each of the tapdance functions: ```c // Determine the tapdance state to return -uint8_t cur_dance(qk_tap_dance_state_t *state) { +td_state_t cur_dance(qk_tap_dance_state_t *state) { if (state->count == 1) { - if (state->interrupted || !state->pressed) return SINGLE_TAP; - else return SINGLE_HOLD; + if (state->interrupted || !state->pressed) return TD_SINGLE_TAP; + else return TD_SINGLE_HOLD; } - if (state->count == 2) return DOUBLE_SINGLE_TAP; - else return 3; // Any number higher than the maximum state value you return above + if (state->count == 2) return TD_DOUBLE_SINGLE_TAP; + else return TD_UNKNOWN; // Any number higher than the maximum state value you return above } // Handle the possible states for each tapdance keycode you define: @@ -380,13 +384,13 @@ uint8_t cur_dance(qk_tap_dance_state_t *state) { void altlp_finished(qk_tap_dance_state_t *state, void *user_data) { td_state = cur_dance(state); switch (td_state) { - case SINGLE_TAP: + case TD_SINGLE_TAP: register_code16(KC_LPRN); break; - case SINGLE_HOLD: + case TD_SINGLE_HOLD: register_mods(MOD_BIT(KC_LALT)); // For a layer-tap key, use `layer_on(_MY_LAYER)` here break; - case DOUBLE_SINGLE_TAP: // Allow nesting of 2 parens `((` within tapping term + case TD_DOUBLE_SINGLE_TAP: // Allow nesting of 2 parens `((` within tapping term tap_code16(KC_LPRN); register_code16(KC_LPRN); } @@ -394,13 +398,13 @@ void altlp_finished(qk_tap_dance_state_t *state, void *user_data) { void altlp_reset(qk_tap_dance_state_t *state, void *user_data) { switch (td_state) { - case SINGLE_TAP: + case TD_SINGLE_TAP: unregister_code16(KC_LPRN); break; - case SINGLE_HOLD: + case TD_SINGLE_HOLD: unregister_mods(MOD_BIT(KC_LALT)); // For a layer-tap key, use `layer_off(_MY_LAYER)` here break; - case DOUBLE_SINGLE_TAP: + case TD_DOUBLE_SINGLE_TAP: unregister_code16(KC_LPRN); } } @@ -420,17 +424,19 @@ Tap Dance can be used to mimic MO(layer) and TG(layer) functionality. For this e The first step is to include the following code towards the beginning of your `keymap.c`: ```c +// Define a type for as many tap dance states as you need +typedef enum { + TD_NONE, + TD_UNKNOWN, + TD_SINGLE_TAP, + TD_SINGLE_HOLD, + TD_DOUBLE_TAP +} td_state_t; + typedef struct { bool is_press_action; - uint8_t state; -} tap; - -// Define a type for as many tap dance states as you need -enum { - SINGLE_TAP = 1, - SINGLE_HOLD, - DOUBLE_TAP -}; + td_state_t state; +} td_tap_t; enum { QUOT_LAYR, // Our custom tap dance key; add any other tap dance keys to this enum @@ -439,7 +445,7 @@ enum { // Declare the functions to be used with your tap dance key(s) // Function associated with all tap dances -uint8_t cur_dance(qk_tap_dance_state_t *state); +td_state_t cur_dance(qk_tap_dance_state_t *state); // Functions associated with individual tap dances void ql_finished(qk_tap_dance_state_t *state, void *user_data); @@ -450,31 +456,31 @@ Towards the bottom of your `keymap.c`, include the following code: ```c // Determine the current tap dance state -uint8_t cur_dance(qk_tap_dance_state_t *state) { +td_state_t cur_dance(qk_tap_dance_state_t *state) { if (state->count == 1) { - if (!state->pressed) return SINGLE_TAP; - else return SINGLE_HOLD; - } else if (state->count == 2) return DOUBLE_TAP; - else return 8; + if (!state->pressed) return TD_SINGLE_TAP; + else return TD_SINGLE_HOLD; + } else if (state->count == 2) return TD_DOUBLE_TAP; + else return TD_UNKNOWN; } // Initialize tap structure associated with example tap dance key -static tap ql_tap_state = { +static td_tap_t ql_tap_state = { .is_press_action = true, - .state = 0 + .state = TD_NONE }; // Functions that control what our tap dance key does void ql_finished(qk_tap_dance_state_t *state, void *user_data) { ql_tap_state.state = cur_dance(state); switch (ql_tap_state.state) { - case SINGLE_TAP: + case TD_SINGLE_TAP: tap_code(KC_QUOT); break; - case SINGLE_HOLD: + case TD_SINGLE_HOLD: layer_on(_MY_LAYER); break; - case DOUBLE_TAP: + case TD_DOUBLE_TAP: // Check to see if the layer is already set if (layer_state_is(_MY_LAYER)) { // If already set, then switch it off @@ -489,10 +495,10 @@ void ql_finished(qk_tap_dance_state_t *state, void *user_data) { void ql_reset(qk_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 == SINGLE_HOLD) { + if (ql_tap_state.state == TD_SINGLE_HOLD) { layer_off(_MY_LAYER); } - ql_tap_state.state = 0; + ql_tap_state.state = TD_NONE; } // Associate our tap dance key with its functionality @@ -505,7 +511,7 @@ The above code is similar to that used in previous examples. The one point to no The use of `cur_dance()` and `ql_tap_state` mirrors the above examples. -The `case:SINGLE_TAP` in `ql_finished` is similar to the above examples. The `SINGLE_HOLD` case works in conjunction with `ql_reset()` to switch to `_MY_LAYER` while the tap dance key is held, and to switch away from `_MY_LAYER` when the key is released. This mirrors the use of `MO(_MY_LAYER)`. The `DOUBLE_TAP` case works by checking whether `_MY_LAYER` is the active layer, and toggling it on or off accordingly. This mirrors the use of `TG(_MY_LAYER)`. +The `case: TD_SINGLE_TAP` in `ql_finished` is similar to the above examples. The `TD_SINGLE_HOLD` case works in conjunction with `ql_reset()` to switch to `_MY_LAYER` while the tap dance key is held, and to switch away from `_MY_LAYER` when the key is released. This mirrors the use of `MO(_MY_LAYER)`. The `TD_DOUBLE_TAP` case works by checking whether `_MY_LAYER` is the active layer, and toggling it on or off accordingly. This mirrors the use of `TG(_MY_LAYER)`. `tap_dance_actions[]` works similar to the above examples. Note that I used `ACTION_TAP_DANCE_FN_ADVANCED_TIME()` instead of `ACTION_TAP_DANCE_FN_ADVANCED()`. This is because I like my `TAPPING_TERM` to be short (\~175ms) for my non-tap-dance keys but find that this is too quick for me to reliably complete tap dance actions - thus the increased time of 275ms here.