@ -63,20 +63,23 @@ qk_tap_dance_action_t tap_dance_actions[] = {
TD(TD_ESC_CAPS)
TD(TD_ESC_CAPS)
```
```
## Complex Example
## Complex Examples
Here's a more complex example involving custom actions:
This section details several complex tap dance examples.
All the enums used in the examples are declared like this:
```c
```c
// Enums defined for all examples:
enum {
enum {
CT_SE = 0,
CT_SE = 0,
CT_CLN,
CT_CLN,
CT_EGG,
CT_EGG,
CT_FLSH,
CT_FLSH,
X_TAP_DANCE
};
};
```
/* Have the above three on the keymap, TD(CT_SE), etc... */
### Example 1: Send `:` on single tap, `;` on double tap
```c
void dance_cln_finished (qk_tap_dance_state_t *state, void *user_data) {
void dance_cln_finished (qk_tap_dance_state_t *state, void *user_data) {
if (state->count == 1) {
if (state->count == 1) {
register_code (KC_RSFT);
register_code (KC_RSFT);
@ -95,6 +98,13 @@ void dance_cln_reset (qk_tap_dance_state_t *state, void *user_data) {
}
}
}
}
//All tap dance functions would go here. Only showing this one.
qk_tap_dance_action_t tap_dance_actions[] = {
[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
};
```
### Example 2: Send "Safety Dance!" after 100 taps
```c
void dance_egg (qk_tap_dance_state_t *state, void *user_data) {
void dance_egg (qk_tap_dance_state_t *state, void *user_data) {
if (state->count >= 100) {
if (state->count >= 100) {
SEND_STRING ("Safety dance!");
SEND_STRING ("Safety dance!");
@ -102,6 +112,14 @@ void dance_egg (qk_tap_dance_state_t *state, void *user_data) {
}
}
}
}
qk_tap_dance_action_t tap_dance_actions[] = {
[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
};
```
### Example 3: Turn LED lights on then off, one at a time
```c
// on each tap, light up one led, from right to left
// on each tap, light up one led, from right to left
// on the forth tap, turn them off from right to left
// on the forth tap, turn them off from right to left
void dance_flsh_each(qk_tap_dance_state_t *state, void *user_data) {
void dance_flsh_each(qk_tap_dance_state_t *state, void *user_data) {
@ -141,6 +159,7 @@ void dance_flsh_reset(qk_tap_dance_state_t *state, void *user_data) {
ergodox_right_led_3_off();
ergodox_right_led_3_off();
}
}
//All tap dances now put together. Example 3 is "CT_FLASH"
qk_tap_dance_action_t tap_dance_actions[] = {
qk_tap_dance_action_t tap_dance_actions[] = {
[CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT)
[CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT)
,[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
,[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
@ -148,3 +167,69 @@ qk_tap_dance_action_t tap_dance_actions[] = {
,[CT_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset)
,[CT_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset)
};
};
```
```
### Example 4: 'Quad Function Tap-Dance'
By @DanielGGordon
Allow one key to have 4 (or more) functions, depending on number of presses, and if the key is held or tapped.
Below is a specific example:
* Tap = Send `x`
* Hold = Send `Control`
* Double Tap = Send `Escape`
* Double Tap and Hold = Send `Alt`
The following example can be easily expanded to more than 4 quite easily:
```c
//**************** Definitions needed for quad function to work ** *******************//
//Enums used to clearly convey the state of the tap dance
enum {
SINGLE_TAP = 1,
SINGLE_HOLD = 2,
DOUBLE_TAP = 3,
DOUBLE_HOLD = 4
// 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) & & (!state->pressed)) return SINGLE_TAP;
else if ((state->count == 1) & & (state->pressed)) return SINGLE_HOLD;
else if ((state->count == 2) & & (!state->pressed)) return DOUBLE_TAP;
else if ((state->count == 2) & & (state->pressed)) return DOUBLE_HOLD;
else return 5; //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,
.state = 0
};
void x_finished (qk_tap_dance_state_t *state, void *user_data) {
xtap_state.state = cur_dance(state);
switch (xtap_state.state) {
case SINGLE_TAP: register_code(KC_X); break;
case SINGLE_HOLD: register_code(KC_LCTRL); break;
case DOUBLE_TAP: register_code(KC_ESC); break;
case DOUBLE_HOLD: register_code(KC_LALT);
}
}
void x_reset (qk_tap_dance_state_t *state, void *user_data) {
switch (xtap_state.state) {
case SINGLE_TAP: unregister_code(KC_X); break;
case SINGLE_HOLD: unregister_code(KC_LCTRL); break;
case DOUBLE_TAP: unregister_code(KC_ESC); break;
case DOUBLE_HOLD: unregister_code(KC_LALT);
}
xtap_state.state = 0;
}
```
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)`