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Update to tap dance docs (#2895)
* Added more comments * Documentation for 'quad function' tap dance now suggests to use the user's directory, and explains how to do so.
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@ -179,42 +179,124 @@ Below is a specific example:
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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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## Setup
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You will need a few things that can be used for 'Quad Function Tap-Dance'. The suggested setup is to create a user directory for yourself. This directory will contain rules.mk `<your_name>.c` and `<your_name>.h`. This directory should be called `<your_name>`, and located in the top level `users` directory. There should already be a few examples to look at there.
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### In `/qmk_firmware/users/<your_name>/rules.mk`
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Put the following:
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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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TAP_DANCE_ENABLE = yes
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SRC += your_name.c
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```
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Pretty simple. It is a nice way to keep some rules common on all your keymaps.
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### In `/qmk_firmware/users/<your_name>/<you_name>.h`
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You will need a few things in this file:
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```c
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#ifndef YOUR_NAME
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#define YOUR_NAME
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#include "quantum.h"
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#include "process_keycode/process_tap_dance.h"
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typedef struct {
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bool is_press_action;
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int state;
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} xtap;
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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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DOUBLE_SINGLE_TAP = 5 //send SINGLE_TAP twice - NOT DOUBLE_TAP
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// Add more enums here if you want for triple, quadruple, etc.
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DOUBLE_SINGLE_TAP = 5, //send two single taps
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TRIPLE_TAP = 6,
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TRIPLE_HOLD = 7
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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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//Tap dance enums
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enum {
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CTL_X = 0,
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SOME_OTHER_DANCE
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}
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int cur_dance (qk_tap_dance_state_t *state);
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//for the x tap dance. Put it here so it can be used in any keymap
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void x_finished (qk_tap_dance_state_t *state, void *user_data);
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void x_reset (qk_tap_dance_state_t *state, void *user_data);
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```
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### In `/qmk_firmware/users/<your_name>/<your_name>.c`
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And then in your user's `.c` file you implement the functions above:
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```c
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#include "gordon.h"
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#include "quantum.h"
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#include "action.h"
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#include "process_keycode/process_tap_dance.h"
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/* Return an integer that corresponds to what kind of tap dance should be executed.
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*
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* How to figure out tap dance state: interrupted and pressed.
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*
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* Interrupted: If the state of a dance dance is "interrupted", that means that another key has been hit
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* under the tapping term. This is typically indicitive that you are trying to "tap" the key.
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*
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* Pressed: Whether or not the key is still being pressed. If this value is true, that means the tapping term
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* has ended, but the key is still being pressed down. This generally means the key is being "held".
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*
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* One thing that is currenlty not possible with qmk software in regards to tap dance is to mimic the "permissive hold"
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* feature. In general, advanced tap dances do not work well if they are used with commonly typed letters.
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* For example "A". Tap dances are best used on non-letter keys that are not hit while typing letters.
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*
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* Good places to put an advanced tap dance:
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* z,q,x,j,k,v,b, any function key, home/end, comma, semi-colon
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*
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* Criteria for "good placement" of a tap dance key:
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* Not a key that is hit frequently in a sentence
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* Not a key that is used frequently to double tap, for example 'tab' is often double tapped in a terminal, or
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* in a web form. So 'tab' would be a poor choice for a tap dance.
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* Letters used in common words as a double. For example 'p' in 'pepper'. If a tap dance function existed on the
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* letter 'p', the word 'pepper' would be quite frustating to type.
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*
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* For the third point, there does exist the 'DOUBLE_SINGLE_TAP', however this is not fully tested
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*
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*/
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int cur_dance (qk_tap_dance_state_t *state) {
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if (state->count == 1) {
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//If count = 1, and it has been interrupted - it doesn't matter if it is pressed or not: Send SINGLE_TAP
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if (state->interrupted || state->pressed==0) return SINGLE_TAP;
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if (state->interrupted || !state->pressed) return SINGLE_TAP;
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//key has not been interrupted, but they key is still held. Means you want to send a 'HOLD'.
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else return SINGLE_HOLD;
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}
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//If count = 2, and it has been interrupted - assume that user is trying to type the letter associated
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//with single tap. In example below, that means to send `xx` instead of `Escape`.
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else if (state->count == 2) {
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/*
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* DOUBLE_SINGLE_TAP is to distinguish between typing "pepper", and actually wanting a double tap
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* action when hitting 'pp'. Suggested use case for this return value is when you want to send two
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* keystrokes of the key, and not the 'double tap' action/macro.
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*/
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if (state->interrupted) return DOUBLE_SINGLE_TAP;
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else if (state->pressed) return DOUBLE_HOLD;
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else return DOUBLE_TAP;
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}
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else return 6; //magic number. At some point this method will expand to work for more presses
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//Assumes no one is trying to type the same letter three times (at least not quickly).
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//If your tap dance key is 'KC_W', and you want to type "www." quickly - then you will need to add
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//an exception here to return a 'TRIPLE_SINGLE_TAP', and define that enum just like 'DOUBLE_SINGLE_TAP'
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if (state->count == 3) {
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if (state->interrupted || !state->pressed) return TRIPLE_TAP;
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else return TRIPLE_HOLD;
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}
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else return 8; //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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@ -245,6 +327,10 @@ void x_reset (qk_tap_dance_state_t *state, void *user_data) {
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}
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xtap_state.state = 0;
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}
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qk_tap_dance_action_t tap_dance_actions[] = {
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[X_CTL] = ACTION_TAP_DANCE_FN_ADVANCED(NULL,x_finished, x_reset)
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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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And then simply use TD(X_CTL) anywhere in your keymap.
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