#include "tap_dances.h" // Tap dance function for enable swedish characters on first layer. Unregister to not let tap bleed over to next keypress. // Tap dance 1 void dance_1_finished(qk_tap_dance_state_t *state, void *user_data) { if (state->count == 2) { tap_code(KC_SCLN); } else { tap_code16(ALGR(KC_A)); } } void dance_1_reset(qk_tap_dance_state_t *state, void *user_data) { if (state->count == 2) { unregister_code(KC_SCLN); } else { unregister_code16(ALGR(KC_A)); } } // Tap dance 2 void dance_2_finished(qk_tap_dance_state_t *state, void *user_data) { if (state->count == 2) { tap_code(KC_QUOT); } else { tap_code16(ALGR(KC_W)); } } void dance_2_reset(qk_tap_dance_state_t *state, void *user_data) { if (state->count == 2) { unregister_code(KC_QUOT); } else { unregister_code16(ALGR(KC_W)); } } // Tap dance 3 void dance_3_finished(qk_tap_dance_state_t *state, void *user_data) { // if (state->count == 2) if (state->count == 2) { tap_code(KC_SLSH); } else { tap_code16(ALGR(KC_O)); } } void dance_3_reset(qk_tap_dance_state_t *state, void *user_data) { if (state->count == 2) { unregister_code(KC_SLSH); } else { unregister_code16(ALGR(KC_O)); } } // Tap dance 4 void dance_4_finished(qk_tap_dance_state_t *state, void *user_data) { // if (state->count == 2) if (state->count == 2) { tap_code(KC_DOT); } else { tap_code16(ALGR(KC_W)); } } void dance_4_reset(qk_tap_dance_state_t *state, void *user_data) { if (state->count == 2) { unregister_code(KC_DOT); } else { unregister_code16(ALGR(KC_W)); } } // Tap dance 5 void dance_5_finished(qk_tap_dance_state_t *state, void *user_data) { // if (state->count == 2) if (state->count == 2) { tap_code(KC_DOT); } else { tap_code16(ALGR(KC_O)); } } void dance_5_reset(qk_tap_dance_state_t *state, void *user_data) { if (state->count == 2) { unregister_code(KC_DOT); } else { unregister_code16(ALGR(KC_O)); } } // Tap Dance Definitions qk_tap_dance_action_t tap_dance_actions[] = { // simple tap dance [TD1] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, dance_1_finished, dance_1_reset), [TD2] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, dance_2_finished, dance_2_reset), [TD3] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, dance_3_finished, dance_3_reset), [TD4] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, dance_4_finished, dance_4_reset), [TD5] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, dance_5_finished, dance_5_reset)};