#include "quantum.h"
#include "action_tapping.h"
+uint8_t get_oneshot_mods(void);
+
static uint16_t last_td;
static int8_t highest_td = -1;
}
}
+void qk_tap_dance_dual_role_finished (qk_tap_dance_state_t *state, void *user_data) {
+ qk_tap_dance_dual_role_t *pair = (qk_tap_dance_dual_role_t *)user_data;
+
+ if (state->count == 1) {
+ register_code16 (pair->kc);
+ } else if (state->count == 2) {
+ layer_move (pair->layer);
+ }
+}
+
+void qk_tap_dance_dual_role_reset (qk_tap_dance_state_t *state, void *user_data) {
+ qk_tap_dance_dual_role_t *pair = (qk_tap_dance_dual_role_t *)user_data;
+
+ if (state->count == 1) {
+ unregister_code16 (pair->kc);
+ }
+}
+
static inline void _process_tap_dance_action_fn (qk_tap_dance_state_t *state,
void *user_data,
qk_tap_dance_user_fn_t fn)
return;
action->state.finished = true;
add_mods(action->state.oneshot_mods);
+ add_weak_mods(action->state.weak_mods);
send_keyboard_report();
_process_tap_dance_action_fn (&action->state, action->user_data, action->fn.on_dance_finished);
}
{
_process_tap_dance_action_fn (&action->state, action->user_data, action->fn.on_reset);
del_mods(action->state.oneshot_mods);
+ del_weak_mods(action->state.weak_mods);
send_keyboard_report();
}
action->state.count++;
action->state.timer = timer_read();
action->state.oneshot_mods = get_oneshot_mods();
+ action->state.weak_mods = get_mods();
+ action->state.weak_mods |= get_weak_mods();
process_tap_dance_action_on_each_tap (action);
if (last_td && last_td != keycode) {
return true;
}
+
+
void matrix_scan_tap_dance () {
if (highest_td == -1)
return;
+ uint16_t tap_user_defined;
-for (int i = 0; i <= highest_td; i++) {
+for (uint8_t i = 0; i <= highest_td; i++) {
qk_tap_dance_action_t *action = &tap_dance_actions[i];
-
- if (action->state.count && timer_elapsed (action->state.timer) > TAPPING_TERM) {
+ if(action->custom_tapping_term > 0 ) {
+ tap_user_defined = action->custom_tapping_term;
+ }
+ else{
+ tap_user_defined = TAPPING_TERM;
+ }
+ if (action->state.count && timer_elapsed (action->state.timer) > tap_user_defined) {
process_tap_dance_action_on_dance_finished (action);
reset_tap_dance (&action->state);
}