tap-dance: Support for holding keys
With this change, tap dance will now store the pressed state of the tap-dance key, and allow one to make an action sooner, while the key is still held, and only unregister when the key is released. The registration must happen in the `on_dance_finished` callback, while unregistering goes to `on_reset`. The surrounding code makes sure not to call either multiple times. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>daktil_thumb_popravljen
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8e1d96983a
commit
70e42489de
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@ -73,10 +73,14 @@ bool process_tap_dance(uint16_t keycode, keyrecord_t *record) {
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process_tap_dance_action_on_each_tap (qk_tap_dance_state.keycode);
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if (qk_tap_dance_state.keycode && qk_tap_dance_state.keycode != keycode) {
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process_tap_dance_action_on_dance_finished (qk_tap_dance_state.keycode);
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} else if (qk_tap_dance_state.active && qk_tap_dance_state.pressed) {
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reset_tap_dance (&qk_tap_dance_state);
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} else {
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r = false;
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}
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qk_tap_dance_state.active = true;
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qk_tap_dance_state.pressed = record->event.pressed;
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if (record->event.pressed) {
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qk_tap_dance_state.keycode = keycode;
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qk_tap_dance_state.timer = timer_read ();
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@ -90,6 +94,7 @@ bool process_tap_dance(uint16_t keycode, keyrecord_t *record) {
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process_tap_dance_action_on_each_tap (qk_tap_dance_state.keycode);
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process_tap_dance_action_on_dance_finished (qk_tap_dance_state.keycode);
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reset_tap_dance (&qk_tap_dance_state);
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qk_tap_dance_state.active = false;
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}
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break;
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}
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@ -98,7 +103,7 @@ bool process_tap_dance(uint16_t keycode, keyrecord_t *record) {
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}
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void matrix_scan_tap_dance () {
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if (qk_tap_dance_state.keycode && timer_elapsed (qk_tap_dance_state.timer) > TAPPING_TERM) {
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if (qk_tap_dance_state.active && timer_elapsed (qk_tap_dance_state.timer) > TAPPING_TERM) {
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// if we are here, the tap dance was timed out
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process_tap_dance_action_on_dance_finished (qk_tap_dance_state.keycode);
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reset_tap_dance (&qk_tap_dance_state);
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@ -109,6 +114,9 @@ void reset_tap_dance (qk_tap_dance_state_t *state) {
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uint16_t idx = state->keycode - QK_TAP_DANCE;
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qk_tap_dance_action_t action;
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if (state->pressed)
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return;
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action = tap_dance_actions[idx];
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switch (action.type) {
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case QK_TAP_DANCE_TYPE_FN:
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@ -123,4 +131,5 @@ void reset_tap_dance (qk_tap_dance_state_t *state) {
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state->keycode = 0;
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state->count = 0;
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state->active = false;
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}
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@ -11,6 +11,8 @@ typedef struct
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uint8_t count;
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uint16_t keycode;
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uint16_t timer;
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bool active:1;
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bool pressed:1;
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} qk_tap_dance_state_t;
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#define TD(n) (QK_TAP_DANCE + n)
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