Add tap dance for symbol layer

This commit is contained in:
Björn Struckmeier 2024-12-07 07:50:51 -05:00
parent 066e3e7c72
commit fc0422415b
9 changed files with 628 additions and 52 deletions

View file

@ -0,0 +1,165 @@
#ifdef TAP_DANCE_ENABLE
// Create a global instance of the tapdance state type
static td_state_t td_state;
// Determine the tapdance state to return
td_state_t cur_dance(tap_dance_state_t *state) {
if (state->count == 1) {
if (state->interrupted || !state->pressed)
return TD_SINGLE_TAP;
else
return TD_SINGLE_HOLD;
}
if (state->count == 2)
return TD_DOUBLE_SINGLE_TAP;
else
return TD_UNKNOWN; // Any number higher than the maximum state value you return above
}
// Handle the possible states for each tapdance keycode you define:
void symL_finished(tap_dance_state_t *state, void *user_data) {
td_state = cur_dance(state);
if (td_state == TD_SINGLE_HOLD) {
layer_on(LAYER_SYMBOL);
return;
}
uint8_t current_layer = get_highest_layer(default_layer_state);
switch (td_state) {
case TD_SINGLE_TAP:
# ifdef QWERTY_ENABLE
if (LAYER_QWERTY == current_layer) register_code(DE_A);
# endif // QWERTY_ENABLE
# ifdef BONE_ENABLE
if (LAYER_BONE == current_layer) register_code(DE_C);
# endif // BONE_ENABLE
# ifdef COLEMAK_DH_ENABLE
if (LAYER_COLEMAK_DH == current_layer) register_code(DE_A);
# endif // COLEMAK_DH_ENABLE
break;
case TD_DOUBLE_SINGLE_TAP: // Allow nesting of 2 parens `((` within tapping term
# ifdef QWERTY_ENABLE
if (LAYER_QWERTY == current_layer) {
tap_code(DE_A);
register_code(DE_A);
}
# endif // QWERTY_ENABLE
# ifdef BONE_ENABLE
if (LAYER_BONE == current_layer) {
tap_code(DE_C);
register_code(DE_C);
}
# endif // BONE_ENABLE
# ifdef COLEMAK_DH_ENABLE
if (LAYER_COLEMAK_DH == current_layer) {
tap_code(DE_A);
register_code(DE_A);
}
# endif // COLEMAK_DH_ENABLE
break;
default:
break;
}
}
void symL_reset(tap_dance_state_t *state, void *user_data) {
if (td_state == TD_SINGLE_HOLD) {
layer_off(LAYER_SYMBOL);
return;
}
uint8_t current_layer = get_highest_layer(default_layer_state);
switch (td_state) {
case TD_SINGLE_TAP:
case TD_DOUBLE_SINGLE_TAP:
# ifdef QWERTY_ENABLE
if (LAYER_QWERTY == current_layer) unregister_code(DE_A);
# endif // QWERTY_ENABLE
# ifdef BONE_ENABLE
if (LAYER_BONE == current_layer) unregister_code(DE_C);
# endif // BONE_ENABLE
# ifdef COLEMAK_DH_ENABLE
if (LAYER_COLEMAK_DH == current_layer) unregister_code(DE_A);
# endif // COLEMAK_DH_ENABLE
break;
default:
break;
}
}
void symR_finished(tap_dance_state_t *state, void *user_data) {
td_state = cur_dance(state);
if (td_state == TD_SINGLE_HOLD) {
layer_on(LAYER_SYMBOL);
return;
}
uint8_t current_layer = get_highest_layer(default_layer_state);
switch (td_state) {
case TD_SINGLE_TAP:
# ifdef QWERTY_ENABLE
if (LAYER_QWERTY == current_layer) register_code(DE_ODIA);
# endif // QWERTY_ENABLE
# ifdef BONE_ENABLE
if (LAYER_BONE == current_layer) register_code(DE_G);
# endif // BONE_ENABLE
# ifdef COLEMAK_DH_ENABLE
if (LAYER_COLEMAK_DH == current_layer) register_code(DE_O);
# endif // COLEMAK_DH_ENABLE
break;
case TD_DOUBLE_SINGLE_TAP: // Allow nesting of 2 key presses within tapping term
# ifdef QWERTY_ENABLE
if (LAYER_QWERTY == current_layer) {
tap_code(DE_ODIA);
register_code(DE_ODIA);
}
# endif // QWERTY_ENABLE
# ifdef BONE_ENABLE
if (LAYER_BONE == current_layer) {
tap_code(DE_G);
register_code(DE_G);
}
# endif // BONE_ENABLE
# ifdef COLEMAK_DH_ENABLE
if (LAYER_COLEMAK_DH == current_layer) {
tap_code(DE_O);
register_code(DE_O);
}
# endif // COLEMAK_DH_ENABLE
break;
default:
break;
}
}
void symR_reset(tap_dance_state_t *state, void *user_data) {
if (td_state == TD_SINGLE_HOLD) {
layer_off(LAYER_SYMBOL);
return;
}
uint8_t current_layer = get_highest_layer(default_layer_state);
switch (td_state) {
case TD_SINGLE_TAP:
case TD_DOUBLE_SINGLE_TAP:
# ifdef QWERTY_ENABLE
if (LAYER_QWERTY == current_layer) unregister_code(DE_A);
# endif // QWERTY_ENABLE
# ifdef BONE_ENABLE
if (LAYER_BONE == current_layer) unregister_code(DE_C);
# endif // BONE_ENABLE
# ifdef COLEMAK_DH_ENABLE
if (LAYER_COLEMAK_DH == current_layer) unregister_code(DE_A);
# endif // COLEMAK_DH_ENABLE
break;
default:
break;
}
}
// Define `ACTION_TAP_DANCE_FN_ADVANCED()` for each tapdance keycode, passing in `finished` and `reset` functions
tap_dance_action_t tap_dance_actions[] = {
//
[SYM_L] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, symL_finished, symL_reset),
[SYM_R] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, symR_finished, symR_reset),
};
#endif // TAP_DANCE_ENABLE