* copied mjt keymaps from archive
* All mjt boards now compile
* fixed jd45-mjt breathing
* Updates to fix SpaceFN but not tested yet.
* Still missing either spacebar or an adjacent keypress.
* Debugging rigged up for use with hid_listen.
* Reverted the default keymap to use tap_layer_key rather than custom. Moved custom approach to keymap_debug.c
* Fixed the lower-left side of the keymap, which needed more spacers due to the matrix being directly put into the array rather than using the keymap function.
* Cleaned up JD45 keymap that uses tapkey.
* Redid minivan keymap with numsym rather than raise/lower.
Untested.
* Created my MJT keymap for HHKB
Enabled dynamic macros and moved
somoe of the shortcuts around.
* Minor keymap fixes to make them compile without errors.
* Added home/end to right arrow cluster on DYN layer.
* Added more keys to fn and dyn layers.
* It wasn't using my custom layer last time somehow...? Now it will.
* Compiled and installed at end of day on 8/23
* Moved macros to FKEY layer because Adjust was too hard to get into and out of without some sort of feedback.
* Fixed volume controls... were reversed and disabled.
* Added F13-F15 back to fkeys layer in Minivan
* Created new Planck Keymap that uses the NumSym and FKeys layer approach like the Minivan.
* Removed DYN layer.
* Fixed diagram in planck numsym.
* Cleanup for pull request.
* Roadkit flip phone warning.
* Replaced PLAY_NOTES_ARRAY to PLAY_SONG
* reset the submodules
* checked out specific commits for submodules
* Removed debugging from JD45 shared config.h
* Moved custom rules.mk to apropriate keymap
Reset the shared rules.mk file.
* Trailing return issue in rules.mk
Gotta make for a smooth pull request :-)
* include variables and .h files as pp directives
* start layout compilation
* split ergodoxes up
* don't compile all layouts for everything
* might seg fault
* reset layouts variable
* actually reset layouts
* include rules.mk instead
* remove includes from rules.mk
* update variable setting
* load visualizer from path
* adds some more examples
* adds more layouts
* more boards added
* more boards added
* adds documentation for layouts
* use lowercase names for LAYOUT_
* add layout.json files for each layout
* add community folder, default keymaps for layouts
* touch-up default layouts
* touch-up layouts, some keyboard rules.mk
* update documentation for layouts
* fix up serial/i2c switches
* non-working commit
* working
* subprojects implemented for planck
* pass a subproject variable through to c
* consolidates clueboard revisions
* thanks for letting me know about conflicts..
* turn off audio for yang's
* corrects starting paths for subprojects
* messing around with travis
* semicolon
* travis script
* travis script
* script for travis
* correct directory (probably), amend files to commit
* remove origin before adding
* git pull, correct syntax
* git checkout
* git pull origin branch
* where are we?
* where are we?
* merging
* force things to happen
* adds commit message, adds add
* rebase, no commit message
* rebase branch
* idk!
* try just pull
* fetch - merge
* specify repo branch
* checkout
* goddammit
* merge? idk
* pls
* after all
* don't split up keyboards
* syntax
* adds quick for all-keyboards
* trying out new script
* script update
* lowercase
* all keyboards
* stop replacing compiled.hex automatically
* adds if statement
* skip automated build branches
* forces push to automated build branch
* throw an add in there
* upstream?
* adds AUTOGEN
* ignore all .hex files again
* testing out new repo
* global ident
* generate script, keyboard_keymap.hex
* skip generation for now, print pandoc info, submodule update
* try trusty
* and sudo
* try generate
* updates subprojects to keyboards
* no idea
* updates to keyboards
* cleans up clueboard stuff
* setup to use local readme
* updates cluepad, planck experimental
* remove extra led.c [ci skip]
* audio and midi moved over to separate files
* chording, leader, unicode separated
* consolidate each [skip ci]
* correct include
* quantum: Add a tap dance feature (#451)
* quantum: Add a tap dance feature
With this feature one can specify keys that behave differently, based on
the amount of times they have been tapped, and when interrupted, they
get handled before the interrupter.
To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets
explore a certain setup! We want one key to send `Space` on single tap,
but `Enter` on double-tap.
With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and
has the problem that when the sequence is interrupted, the interrupting
key will be send first. Thus, `SPC a` will result in `a SPC` being sent,
if they are typed within `TAPPING_TERM`. With the tap dance feature,
that'll come out as `SPC a`, correctly.
The implementation hooks into two parts of the system, to achieve this:
into `process_record_quantum()`, and the matrix scan. We need the latter
to be able to time out a tap sequence even when a key is not being
pressed, so `SPC` alone will time out and register after `TAPPING_TERM`
time.
But lets start with how to use it, first!
First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because
the feature is disabled by default. This adds a little less than 1k to
the firmware size. Next, you will want to define some tap-dance keys,
which is easiest to do with the `TD()` macro, that - similar to `F()`,
takes a number, which will later be used as an index into the
`tap_dance_actions` array.
This array specifies what actions shall be taken when a tap-dance key is
in action. Currently, there are two possible options:
* `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when
tapped once, `kc2` otherwise.
* `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in
the user keymap - with the current state of the tap-dance action.
The first option is enough for a lot of cases, that just want dual
roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in
`Space` being sent on single-tap, `Enter` otherwise.
And that's the bulk of it!
Do note, however, that this implementation does have some consequences:
keys do not register until either they reach the tapping ceiling, or
they time out. This means that if you hold the key, nothing happens, no
repeat, no nothing. It is possible to detect held state, and register an
action then too, but that's not implemented yet. Keys also unregister
immediately after being registered, so you can't even hold the second
tap. This is intentional, to be consistent.
And now, on to the explanation of how it works!
The main entry point is `process_tap_dance()`, called from
`process_record_quantum()`, which is run for every keypress, and our
handler gets to run early. This function checks whether the key pressed
is a tap-dance key. If it is not, and a tap-dance was in action, we
handle that first, and enqueue the newly pressed key. If it is a
tap-dance key, then we check if it is the same as the already active
one (if there's one active, that is). If it is not, we fire off the old
one first, then register the new one. If it was the same, we increment
the counter and the timer.
This means that you have `TAPPING_TERM` time to tap the key again, you
do not have to input all the taps within that timeframe. This allows for
longer tap counts, with minimal impact on responsiveness.
Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of
tap-dance keys.
For the sake of flexibility, tap-dance actions can be either a pair of
keycodes, or a user function. The latter allows one to handle higher tap
counts, or do extra things, like blink the LEDs, fiddle with the
backlighting, and so on. This is accomplished by using an union, and
some clever macros.
In the end, lets see a full example!
```c
enum {
CT_SE = 0,
CT_CLN,
CT_EGG
};
/* Have the above three on the keymap, TD(CT_SE), etc... */
void dance_cln (qk_tap_dance_state_t *state) {
if (state->count == 1) {
register_code (KC_RSFT);
register_code (KC_SCLN);
unregister_code (KC_SCLN);
unregister_code (KC_RSFT);
} else {
register_code (KC_SCLN);
unregister_code (KC_SCLN);
reset_tap_dance (state);
}
}
void dance_egg (qk_tap_dance_state_t *state) {
if (state->count >= 100) {
SEND_STRING ("Safety dance!");
reset_tap_dance (state);
}
}
const qk_tap_dance_action_t tap_dance_actions[] = {
[CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT)
,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln)
,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
};
```
This addresses #426.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
* hhkb: Fix the build with the new tap-dance feature
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
* tap_dance: Move process_tap_dance further down
Process the tap dance stuff after midi and audio, because those don't
process keycodes, but row/col positions.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
* tap_dance: Use conditionals instead of dummy functions
To be consistent with how the rest of the quantum features are
implemented, use ifdefs instead of dummy functions.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
* Merge branch 'master' into quantum-keypress-process
# Conflicts:
# Makefile
# keyboards/planck/rev3/config.h
# keyboards/planck/rev4/config.h
* update build script