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//Tap Dance Settings
#include "wanleg.h"

///// QUAD FUNCTION TAP DANCE GENERAL SETUP SECTION START /////
///// (no need to edit this section) /////
//Enums used to clearly convey the state of the tap dance
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.
};

typedef struct {
  bool is_press_action;
  int state;
} tap;

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) return SINGLE_TAP;
    if (state->interrupted) return SINGLE_TAP;
    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.
  else if (state->count == 2) {
    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
}
///// QUAD FUNCTION TAP DANCE GENERAL SETUP SECTION END /////
///// QUAD FUNCTION TAP DANCE PERSONALIZATION SECTION START /////
//instantialize an instance of 'tap' for the 'ENT' tap dance.
static tap ENTtap_state = {
  .is_press_action = true,
  .state = 0
};

void ENT_finished (qk_tap_dance_state_t *state, void *user_data) {
  ENTtap_state.state = cur_dance(state);
  switch (ENTtap_state.state) {
    case SINGLE_TAP: register_code(KC_SPC); break;
    case SINGLE_HOLD: register_code(KC_LSFT); break;
    case DOUBLE_TAP: register_code(KC_ENT); break;
    case DOUBLE_HOLD: register_code(KC_NO); break; // setting double hold to do nothing (change this if you want)
    case DOUBLE_SINGLE_TAP: register_code(KC_SPC); unregister_code(KC_SPC); register_code(KC_SPC);
    //Last case is for fast typing. Assuming your key is `f`:
    //For example, when typing the word `buffer`, and you want to make sure that you send `ff` and not `Esc`.
    //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.
  }
}

void ENT_reset (qk_tap_dance_state_t *state, void *user_data) {
  switch (ENTtap_state.state) {
    case SINGLE_TAP: unregister_code(KC_SPC); break;
    case SINGLE_HOLD: unregister_code(KC_LSFT); break;
    case DOUBLE_TAP: unregister_code(KC_ENT); break;
    case DOUBLE_HOLD: unregister_code(KC_NO);
    case DOUBLE_SINGLE_TAP: unregister_code(KC_SPC);
  }
  ENTtap_state.state = 0;
}

//instanalize an instance of 'tap' for the 'DEL' tap dance.
static tap DELtap_state = {
  .is_press_action = true,
  .state = 0
};

void DEL_finished (qk_tap_dance_state_t *state, void *user_data) {
  DELtap_state.state = cur_dance(state);
  switch (DELtap_state.state) {
    case SINGLE_TAP: register_code(KC_BSPC); break;
    case SINGLE_HOLD: register_code(KC_LCTL); break;
    case DOUBLE_TAP: register_code(KC_DEL); break;
    case DOUBLE_HOLD: register_code(KC_NO); break;
    case DOUBLE_SINGLE_TAP: register_code(KC_BSPC); unregister_code(KC_BSPC); register_code(KC_BSPC);
  }
}

void DEL_reset (qk_tap_dance_state_t *state, void *user_data) {
  switch (DELtap_state.state) {
    case SINGLE_TAP: unregister_code(KC_BSPC); break;
    case SINGLE_HOLD: unregister_code(KC_LCTL); break;
    case DOUBLE_TAP: unregister_code(KC_DEL); break;
    case DOUBLE_HOLD: unregister_code(KC_NO);
    case DOUBLE_SINGLE_TAP: unregister_code(KC_BSPC);
  }
  DELtap_state.state = 0;
}
///// QUAD FUNCTION TAP DANCE PERSONALIZATION SECTION END /////

//Tap Dance Definitions
//THIS SECTION HAS TO BE AT THE END OF THE TAP DANCE SECTION
qk_tap_dance_action_t tap_dance_actions[] = {
  [TD_SFT_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_LSFT, KC_CAPS)
// Other declarations would go here, separated by commas, if you have them
 ,[TD_Q_ESC]  = ACTION_TAP_DANCE_DOUBLE(KC_Q, KC_ESC)
 ,[ENT_TAP_DANCE] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, ENT_finished, ENT_reset)
 ,[DEL_TAP_DANCE] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, DEL_finished, DEL_reset)
};

//In Layer declaration, add tap dance item in place of a key code
//TD(TD_SFT_CAPS)