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Diffstat (limited to 'docs/feature_tap_dance.md')
-rw-r--r-- | docs/feature_tap_dance.md | 122 |
1 files changed, 104 insertions, 18 deletions
diff --git a/docs/feature_tap_dance.md b/docs/feature_tap_dance.md index 0521826b25..141c3108d0 100644 --- a/docs/feature_tap_dance.md +++ b/docs/feature_tap_dance.md @@ -179,42 +179,124 @@ Below is a specific example: * Double Tap = Send `Escape` * Double Tap and Hold = Send `Alt` -The following example can be easily expanded to more than 4 quite easily: +## Setup + +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. + +### In `/qmk_firmware/users/<your_name>/rules.mk` + +Put the following: ```c -//**************** Definitions needed for quad function to work *********************// -//Enums used to clearly convey the state of the tap dance +TAP_DANCE_ENABLE = yes +SRC += your_name.c +``` + +Pretty simple. It is a nice way to keep some rules common on all your keymaps. + + +### In `/qmk_firmware/users/<your_name>/<you_name>.h` + +You will need a few things in this file: + +```c +#ifndef YOUR_NAME +#define YOUR_NAME + +#include "quantum.h" +#include "process_keycode/process_tap_dance.h" + + +typedef struct { + bool is_press_action; + int state; +} xtap; + enum { SINGLE_TAP = 1, SINGLE_HOLD = 2, DOUBLE_TAP = 3, DOUBLE_HOLD = 4, - DOUBLE_SINGLE_TAP = 5 //send SINGLE_TAP twice - NOT DOUBLE_TAP - // Add more enums here if you want for triple, quadruple, etc. + DOUBLE_SINGLE_TAP = 5, //send two single taps + TRIPLE_TAP = 6, + TRIPLE_HOLD = 7 }; -typedef struct { - bool is_press_action; - int state; -} tap; +//Tap dance enums +enum { + CTL_X = 0, + SOME_OTHER_DANCE +} + +int cur_dance (qk_tap_dance_state_t *state); + +//for the x tap dance. Put it here so it can be used in any keymap +void x_finished (qk_tap_dance_state_t *state, void *user_data); +void x_reset (qk_tap_dance_state_t *state, void *user_data); +``` + +### In `/qmk_firmware/users/<your_name>/<your_name>.c` +And then in your user's `.c` file you implement the functions above: + +```c +#include "gordon.h" +#include "quantum.h" +#include "action.h" +#include "process_keycode/process_tap_dance.h" + +/* Return an integer that corresponds to what kind of tap dance should be executed. + * + * How to figure out tap dance state: interrupted and pressed. + * + * Interrupted: If the state of a dance dance is "interrupted", that means that another key has been hit + * under the tapping term. This is typically indicitive that you are trying to "tap" the key. + * + * Pressed: Whether or not the key is still being pressed. If this value is true, that means the tapping term + * has ended, but the key is still being pressed down. This generally means the key is being "held". + * + * One thing that is currenlty not possible with qmk software in regards to tap dance is to mimic the "permissive hold" + * feature. In general, advanced tap dances do not work well if they are used with commonly typed letters. + * For example "A". Tap dances are best used on non-letter keys that are not hit while typing letters. + * + * Good places to put an advanced tap dance: + * z,q,x,j,k,v,b, any function key, home/end, comma, semi-colon + * + * Criteria for "good placement" of a tap dance key: + * Not a key that is hit frequently in a sentence + * Not a key that is used frequently to double tap, for example 'tab' is often double tapped in a terminal, or + * in a web form. So 'tab' would be a poor choice for a tap dance. + * Letters used in common words as a double. For example 'p' in 'pepper'. If a tap dance function existed on the + * letter 'p', the word 'pepper' would be quite frustating to type. + * + * For the third point, there does exist the 'DOUBLE_SINGLE_TAP', however this is not fully tested + * + */ int cur_dance (qk_tap_dance_state_t *state) { if (state->count == 1) { - //If count = 1, and it has been interrupted - it doesn't matter if it is pressed or not: Send SINGLE_TAP - if (state->interrupted || state->pressed==0) return SINGLE_TAP; + if (state->interrupted || !state->pressed) return SINGLE_TAP; + //key has not been interrupted, but they key is still held. Means you want to send a 'HOLD'. else return SINGLE_HOLD; } - //If count = 2, and it has been interrupted - assume that user is trying to type the letter associated - //with single tap. In example below, that means to send `xx` instead of `Escape`. else if (state->count == 2) { + /* + * DOUBLE_SINGLE_TAP is to distinguish between typing "pepper", and actually wanting a double tap + * action when hitting 'pp'. Suggested use case for this return value is when you want to send two + * keystrokes of the key, and not the 'double tap' action/macro. + */ if (state->interrupted) return DOUBLE_SINGLE_TAP; else if (state->pressed) return DOUBLE_HOLD; else return DOUBLE_TAP; } - else return 6; //magic number. At some point this method will expand to work for more presses + //Assumes no one is trying to type the same letter three times (at least not quickly). + //If your tap dance key is 'KC_W', and you want to type "www." quickly - then you will need to add + //an exception here to return a 'TRIPLE_SINGLE_TAP', and define that enum just like 'DOUBLE_SINGLE_TAP' + if (state->count == 3) { + if (state->interrupted || !state->pressed) return TRIPLE_TAP; + else return TRIPLE_HOLD; + } + else return 8; //magic number. At some point this method will expand to work for more presses } -//**************** Definitions needed for quad function to work *********************// - //instanalize an instance of 'tap' for the 'x' tap dance. static tap xtap_state = { .is_press_action = true, @@ -245,6 +327,10 @@ void x_reset (qk_tap_dance_state_t *state, void *user_data) { } xtap_state.state = 0; } + +qk_tap_dance_action_t tap_dance_actions[] = { + [X_CTL] = ACTION_TAP_DANCE_FN_ADVANCED(NULL,x_finished, x_reset) +}; ``` -And then simply add this to your list of tap dance functions: -`[X_TAP_DANCE] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, x_finished, x_reset)` + +And then simply use TD(X_CTL) anywhere in your keymap. |