## 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.
+You will need a few things that can be used for 'Quad Function Tap-Dance'.
-### In `/qmk_firmware/users/<your_name>/rules.mk`
+You'll need to add these to the top of your `keymap.c` file, before your keymap.
-Put the following:
```c
-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>/<your_name>.h`
-
-You will need a few things in this file:
-
-```c
-#pragma once
-
-#include "quantum.h"
-#include "process_keycode/process_tap_dance.h"
-
typedef struct {
bool is_press_action;
int 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:
+Now, at the bottom of your `keymap.c` file, you'll need to add the following:
```c
-#include "<your_name>.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.
};
```
-And then simply use `TD(X_CTL)` anywhere in your keymap after including `<your_name>.h`.
+And then simply use `TD(X_CTL)` anywhere in your keymap.
+
+If you want to implement this in your userspace, then you may want to check out how [DanielGGordon](https://github.com/qmk/qmk_firmware/tree/master/users/gordon) has implemented this in their userspace.
+
+### Example 5: Using tap dance for advanced mod-tap and layer-tap keys
+
+Tap dance can be used to emulate `MT()` and `LT()` behavior when the tapped code is not a basic keycode. This is useful to send tapped keycodes that normally require `Shift`, such as parentheses or curly braces—or other modified keycodes, such as `Control + X`.
+
+Below your layers and custom keycodes, add the following:
+
+```c
+// tapdance keycodes
+enum td_keycodes {
+ ALT_LP // Our example key: `LALT` when held, `(` when tapped. Add additional keycodes for each tapdance.
+};
+
+// define a type containing as many tapdance states as you need
+typedef enum {
+ SINGLE_TAP,
+ SINGLE_HOLD,
+ DOUBLE_SINGLE_TAP
+} td_state_t;
+
+// create a global instance of the tapdance state type
+static td_state_t td_state;
+
+// declare your tapdance functions:
+
+// function to determine the current tapdance state
+int cur_dance (qk_tap_dance_state_t *state);
+
+// `finished` and `reset` functions for each tapdance keycode
+void altlp_finished (qk_tap_dance_state_t *state, void *user_data);
+void altlp_reset (qk_tap_dance_state_t *state, void *user_data);
+```
+
+Below your `LAYOUT`, define each of the tapdance functions:
+
+```c
+// determine the tapdance state to return
+int cur_dance (qk_tap_dance_state_t *state) {
+ if (state->count == 1) {
+ if (state->interrupted || !state->pressed) { return SINGLE_TAP; }
+ else { return SINGLE_HOLD; }
+ }
+ if (state->count == 2) { return DOUBLE_SINGLE_TAP; }
+ else { return 3; } // any number higher than the maximum state value you return above
+}
+
+// handle the possible states for each tapdance keycode you define:
+
+void altlp_finished (qk_tap_dance_state_t *state, void *user_data) {
+ td_state = cur_dance(state);
+ switch (td_state) {
+ case SINGLE_TAP:
+ register_code16(KC_LPRN);
+ break;
+ case SINGLE_HOLD:
+ register_mods(MOD_BIT(KC_LALT)); // for a layer-tap key, use `layer_on(_MY_LAYER)` here
+ break;
+ case DOUBLE_SINGLE_TAP: // allow nesting of 2 parens `((` within tapping term
+ tap_code16(KC_LPRN);
+ register_code16(KC_LPRN);
+ }
+}
+
+void altlp_reset (qk_tap_dance_state_t *state, void *user_data) {
+ switch (td_state) {
+ case SINGLE_TAP:
+ unregister_code16(KC_LPRN);
+ break;
+ case SINGLE_HOLD:
+ unregister_mods(MOD_BIT(KC_LALT)); // for a layer-tap key, use `layer_off(_MY_LAYER)` here
+ break;
+ case DOUBLE_SINGLE_TAP:
+ unregister_code16(KC_LPRN);
+ }
+}
+
+// define `ACTION_TAP_DANCE_FN_ADVANCED()` for each tapdance keycode, passing in `finished` and `reset` functions
+qk_tap_dance_action_t tap_dance_actions[] = {
+ [ALT_LP] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, altlp_finished, altlp_reset)
+};
+```
+
+Wrap each tapdance keycode in `TD()` when including it in your keymap, e.g. `TD(ALT_LP)`.