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					110 lines
				
				4.2 KiB
			
		
		
			
		
	
	
					110 lines
				
				4.2 KiB
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											7 years ago
										 
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								//Tap Dance Settings
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								#include "wanleg.h"
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								///// QUAD FUNCTION TAP DANCE GENERAL SETUP SECTION START /////
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								///// (no need to edit this section) /////
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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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								  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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								};
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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) {
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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) return SINGLE_TAP;
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								    if (state->interrupted) return SINGLE_TAP;
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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.
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								  else if (state->count == 2) {
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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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								}
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								///// QUAD FUNCTION TAP DANCE GENERAL SETUP SECTION END /////
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								///// QUAD FUNCTION TAP DANCE PERSONALIZATION SECTION START /////
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								//instantialize an instance of 'tap' for the 'ENT' tap dance.
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								static tap ENTtap_state = {
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								  .is_press_action = true,
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								  .state = 0
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								};
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								void ENT_finished (qk_tap_dance_state_t *state, void *user_data) {
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								  ENTtap_state.state = cur_dance(state);
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								  switch (ENTtap_state.state) {
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								    case SINGLE_TAP: register_code(KC_SPC); break;
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								    case SINGLE_HOLD: register_code(KC_LSFT); break;
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								    case DOUBLE_TAP: register_code(KC_ENT); break;
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								    case DOUBLE_HOLD: register_code(KC_NO); break; // setting double hold to do nothing (change this if you want)
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								    case DOUBLE_SINGLE_TAP: register_code(KC_SPC); unregister_code(KC_SPC); register_code(KC_SPC);
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								    //Last case is for fast typing. Assuming your key is `f`:
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								    //For example, when typing the word `buffer`, and you want to make sure that you send `ff` and not `Esc`.
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								    //In order to type `ff` when typing fast, the next character will have to be hit within the `TAPPING_TERM`, which by default is 200ms.
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								  }
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								}
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								void ENT_reset (qk_tap_dance_state_t *state, void *user_data) {
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								  switch (ENTtap_state.state) {
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								    case SINGLE_TAP: unregister_code(KC_SPC); break;
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								    case SINGLE_HOLD: unregister_code(KC_LSFT); break;
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								    case DOUBLE_TAP: unregister_code(KC_ENT); break;
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								    case DOUBLE_HOLD: unregister_code(KC_NO);
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								    case DOUBLE_SINGLE_TAP: unregister_code(KC_SPC);
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								  }
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								  ENTtap_state.state = 0;
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								}
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								//instanalize an instance of 'tap' for the 'DEL' tap dance.
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								static tap DELtap_state = {
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								  .is_press_action = true,
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								  .state = 0
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								};
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								void DEL_finished (qk_tap_dance_state_t *state, void *user_data) {
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								  DELtap_state.state = cur_dance(state);
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								  switch (DELtap_state.state) {
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								    case SINGLE_TAP: register_code(KC_BSPC); break;
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								    case SINGLE_HOLD: register_code(KC_LCTL); break;
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								    case DOUBLE_TAP: register_code(KC_DEL); break;
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								    case DOUBLE_HOLD: register_code(KC_NO); break;
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								    case DOUBLE_SINGLE_TAP: register_code(KC_BSPC); unregister_code(KC_BSPC); register_code(KC_BSPC);
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								  }
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								}
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								void DEL_reset (qk_tap_dance_state_t *state, void *user_data) {
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								  switch (DELtap_state.state) {
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								    case SINGLE_TAP: unregister_code(KC_BSPC); break;
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								    case SINGLE_HOLD: unregister_code(KC_LCTL); break;
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								    case DOUBLE_TAP: unregister_code(KC_DEL); break;
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								    case DOUBLE_HOLD: unregister_code(KC_NO);
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								    case DOUBLE_SINGLE_TAP: unregister_code(KC_BSPC);
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								  }
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								  DELtap_state.state = 0;
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								}
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								///// QUAD FUNCTION TAP DANCE PERSONALIZATION SECTION END /////
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								//Tap Dance Definitions
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								//THIS SECTION HAS TO BE AT THE END OF THE TAP DANCE SECTION
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								qk_tap_dance_action_t tap_dance_actions[] = {
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								  [TD_SFT_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_LSFT, KC_CAPS)
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								// Other declarations would go here, separated by commas, if you have them
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								 ,[TD_Q_ESC]  = ACTION_TAP_DANCE_DOUBLE(KC_Q, KC_ESC)
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								 ,[ENT_TAP_DANCE] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, ENT_finished, ENT_reset)
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								 ,[DEL_TAP_DANCE] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, DEL_finished, DEL_reset)
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								};
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								//In Layer declaration, add tap dance item in place of a key code
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								//TD(TD_SFT_CAPS)
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