But lets start with how to use it, first!
-First, you will need `TAP_DANCE_ENABLE=yes` in your `Makefile`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array.
+First, you will need `TAP_DANCE_ENABLE=yes` in your `rules.mk`, because the feature is disabled by default. This adds a little less than 1k to the firmware size. Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()`, takes a number, which will later be used as an index into the `tap_dance_actions` array.
This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are three possible options:
Here's a simple example for a single definition:
-1. In your `makefile`, add `TAP_DANCE_ENABLE = yes`
+1. In your `rules.mk`, add `TAP_DANCE_ENABLE = yes`
2. In your `config.h` (which you can copy from `qmk_firmware/keyboards/planck/config.h` to your keymap directory), add `#define TAPPING_TERM 200`
3. In your `keymap.c` file, define the variables and definitions, then add to your keymap:
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
+// Enums defined for all examples:
enum {
CT_SE = 0,
CT_CLN,
CT_EGG,
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) {
if (state->count == 1) {
register_code (KC_RSFT);
}
}
+//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) {
if (state->count >= 100) {
SEND_STRING ("Safety dance!");
}
}
+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 the forth tap, turn them off from right to left
void dance_flsh_each(qk_tap_dance_state_t *state, void *user_data) {
ergodox_right_led_3_off();
}
+//All tap dances now put together. Example 3 is "CT_FLASH"
qk_tap_dance_action_t tap_dance_actions[] = {
[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_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset)
};
```
+
+### Example 4: 'Quad Function Tap-Dance'
+
+By [DanielGGordon](https://github.com/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,
+ 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;
+ 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) {
+ 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
+}
+
+//**************** 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); break;
+ case DOUBLE_SINGLE_TAP: register_code(KC_X); unregister_code(KC_X); register_code(KC_X);
+ //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 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);
+ case DOUBLE_SINGLE_TAP: unregister_code(KC_X);
+ }
+ 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)`