Quad Function Tap Dance added to TD Doc
* Added section to example, detailing how to accomplish the 'quad-function' tap dance. * Refactored TD documentation to clearly separate different complex examples Change-Id: Ifc1495d1142849c771418fdabc458c04c48311e6daktil_thumb_popravljen
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@ -63,20 +63,23 @@ qk_tap_dance_action_t tap_dance_actions[] = {
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TD(TD_ESC_CAPS)
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```
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## Complex Example
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## Complex Examples
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Here's a more complex example involving custom actions:
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This section details several complex tap dance examples.
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All the enums used in the examples are declared like this:
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```c
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// Enums defined for all examples:
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enum {
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CT_SE = 0,
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CT_CLN,
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CT_EGG,
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CT_FLSH,
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X_TAP_DANCE
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};
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/* Have the above three on the keymap, TD(CT_SE), etc... */
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```
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### Example 1: Send `:` on single tap, `;` on double tap
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```c
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void dance_cln_finished (qk_tap_dance_state_t *state, void *user_data) {
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if (state->count == 1) {
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register_code (KC_RSFT);
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@ -95,6 +98,13 @@ void dance_cln_reset (qk_tap_dance_state_t *state, void *user_data) {
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}
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}
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//All tap dance functions would go here. Only showing this one.
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qk_tap_dance_action_t tap_dance_actions[] = {
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[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
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};
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```
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### Example 2: Send "Safety Dance!" after 100 taps
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```c
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void dance_egg (qk_tap_dance_state_t *state, void *user_data) {
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if (state->count >= 100) {
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SEND_STRING ("Safety dance!");
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@ -102,6 +112,14 @@ void dance_egg (qk_tap_dance_state_t *state, void *user_data) {
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}
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}
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qk_tap_dance_action_t tap_dance_actions[] = {
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[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
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};
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```
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### Example 3: Turn LED lights on then off, one at a time
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```c
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// on each tap, light up one led, from right to left
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// on the forth tap, turn them off from right to left
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void dance_flsh_each(qk_tap_dance_state_t *state, void *user_data) {
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@ -141,6 +159,7 @@ void dance_flsh_reset(qk_tap_dance_state_t *state, void *user_data) {
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ergodox_right_led_3_off();
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}
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//All tap dances now put together. Example 3 is "CT_FLASH"
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qk_tap_dance_action_t tap_dance_actions[] = {
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[CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT)
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,[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
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@ -148,3 +167,69 @@ qk_tap_dance_action_t tap_dance_actions[] = {
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,[CT_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset)
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};
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```
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### Example 4: 'Quad Function Tap-Dance'
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By @DanielGGordon
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Allow one key to have 4 (or more) functions, depending on number of presses, and if the key is held or tapped.
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Below is a specific example:
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* Tap = Send `x`
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* Hold = Send `Control`
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* Double Tap = Send `Escape`
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* Double Tap and Hold = Send `Alt`
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The following example can be easily expanded to more than 4 quite easily:
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```c
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//**************** Definitions needed for quad function to work *********************//
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//Enums used to clearly convey the state of the tap dance
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enum {
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SINGLE_TAP = 1,
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SINGLE_HOLD = 2,
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DOUBLE_TAP = 3,
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DOUBLE_HOLD = 4
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// Add more enums here if you want for triple, quadruple, etc.
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};
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typedef struct {
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bool is_press_action;
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int state;
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} tap;
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int cur_dance (qk_tap_dance_state_t *state) {
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if ((state->count == 1) && (!state->pressed)) return SINGLE_TAP;
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else if ((state->count == 1) && (state->pressed)) return SINGLE_HOLD;
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else if ((state->count == 2) && (!state->pressed)) return DOUBLE_TAP;
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else if ((state->count == 2) && (state->pressed)) return DOUBLE_HOLD;
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else return 5; //magic number. At some point this method will expand to work for more presses
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}
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//**************** Definitions needed for quad function to work *********************//
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//instanalize an instance of 'tap' for the 'x' tap dance.
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static tap xtap_state = {
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.is_press_action = true,
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.state = 0
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};
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void x_finished (qk_tap_dance_state_t *state, void *user_data) {
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xtap_state.state = cur_dance(state);
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switch (xtap_state.state) {
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case SINGLE_TAP: register_code(KC_X); break;
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case SINGLE_HOLD: register_code(KC_LCTRL); break;
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case DOUBLE_TAP: register_code(KC_ESC); break;
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case DOUBLE_HOLD: register_code(KC_LALT);
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}
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}
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void x_reset (qk_tap_dance_state_t *state, void *user_data) {
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switch (xtap_state.state) {
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case SINGLE_TAP: unregister_code(KC_X); break;
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case SINGLE_HOLD: unregister_code(KC_LCTRL); break;
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case DOUBLE_TAP: unregister_code(KC_ESC); break;
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case DOUBLE_HOLD: unregister_code(KC_LALT);
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}
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xtap_state.state = 0;
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}
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```
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And then simply add this to your list of tap dance functions:
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`[X_TAP_DANCE] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, x_finished, x_reset)`
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