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quantum: Add a tap dance feature #449
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With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter. To make it clear how this is different from `ACTION_FUNCTION_TAP`, lets explore a certain setup! We want one key to send `Space` on single tap, but `Enter` on double-tap. With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus, `SPC a` will result in `a SPC` being sent, if they are typed within `TAPPING_TERM`. With the tap dance feature, that'll come out as `SPC a`, correctly. The implementation hooks into two parts of the system, to achieve this: into `process_record_quantum()`, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, so `SPC` alone will time out and register after `TAPPING_TERM` time. 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. This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options: * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action. The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise. And that's the bulk of it! Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent. And now, on to the explanation of how it works! The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer. This means that you have `TAPPING_TERM` time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness. Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys. For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros. In the end, lets see a full example! ```c enum { CT_SE = 0, CT_CLN, CT_EGG }; /* Have the above three on the keymap, TD(CT_SE), etc... */ void dance_cln (qk_tap_dance_state_t *state) { if (state->count == 1) { register_code (KC_RSFT); register_code (KC_SCLN); unregister_code (KC_SCLN); unregister_code (KC_RSFT); } else { register_code (KC_SCLN); unregister_code (KC_SCLN); reset_tap_dance (state); } } void dance_egg (qk_tap_dance_state_t *state) { if (state->count >= 100) { SEND_STRING ("Safety dance!"); reset_tap_dance (state); } } const qk_tap_dance_action_t tap_dance_actions[] = { [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT) ,[CT_CLN] = ACTION_TAP_DANCE_FN (dance_cln) ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg) }; ``` This addresses #426. Signed-off-by: Gergely Nagy <[email protected]>
This is amazing! I love the implementation and how clean it is, the fact it's Quantum-style (in its own file), the use of the ranges etc. Waiting for @jackhumbert to take a look, but I think this is awesome. I think once the PR is approved I'll just take your desc above and put it right into the docs, it's great. Thank you! |
This is awesome :) would you mind implementing it in the same way that the ones on the On the matrix_scan_* calls, I think each of the custom |
Sure. I will update this PR tomorrow morning (CEST) latest - or in an hour, if all goes well. Also spotted a bug in my implementation just now, so will need an update anyway: if a keymap has two tap-dance keys, pressing one after the other triggers the action for the second, instead of the first. That's a one-line fix, and I'll include it in the update too. |
Oh wow. Github doesn't allow me to change the target branch. Closing this then, and will open a new PR soon. |
In the future, just update the same branch. The pull request will update with the new changes when you push. |
I know. But it won't update the target branch, as in, it will still say its to be merged into master, instead of |
Oh, gotcha |
* Add default keymap for Redox Wireless * Add default keymap for Red Scarf II+ Ver.B * Add default keymap for Red Scarf II+ Ver.C * Update RGBKB Sol rev1 default keymap Default keymap was updated in qmk_firmware. * Add default keymap for RGBKB Sol rev2 * Add default keymap for RoPro * Add default keymaps for Runner3680 versions 3x6, 3x7, 3x8, 4x6, 4x7, 4x8, 5x6, 5x7, and 5x8.
Co-authored-by: Ben Roe <[email protected]>
With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter.
To make it clear how this is different from
ACTION_FUNCTION_TAP
, lets explore a certain setup! We want one key to sendSpace
on single tap, butEnter
on double-tap.With
ACTION_FUNCTION_TAP
, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be send first. Thus,SPC a
will result ina SPC
being sent, if they are typed withinTAPPING_TERM
. With the tap dance feature, that'll come out asSPC a
, correctly.The implementation hooks into two parts of the system, to achieve this: into
process_record_quantum()
, and the matrix scan. We need the latter to be able to time out a tap sequence even when a key is not being pressed, soSPC
alone will time out and register afterTAPPING_TERM
time.But lets start with how to use it, first!
First, you will need
TAP_DANCE_ENABLE=yes
in yourMakefile
, 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 theTD()
macro, that - similar toF()
, takes a number, which will later be used as an index into thetap_dance_actions
array.This array specifies what actions shall be taken when a tap-dance key is in action. Currently, there are two possible options:
ACTION_TAP_DANCE_DOUBLE(kc1, kc2)
: Sends thekc1
keycode when tapped once,kc2
otherwise.ACTION_TAP_DANCE_FN(fn)
: Calls the specified function - defined in the user keymap - with the current state of the tap-dance action.The first option is enough for a lot of cases, that just want dual roles. For example,
ACTION_TAP_DANCE(KC_SPC, KC_ENT)
will result inSpace
being sent on single-tap,Enter
otherwise.And that's the bulk of it!
Do note, however, that this implementation does have some consequences: keys do not register until either they reach the tapping ceiling, or they time out. This means that if you hold the key, nothing happens, no repeat, no nothing. It is possible to detect held state, and register an action then too, but that's not implemented yet. Keys also unregister immediately after being registered, so you can't even hold the second tap. This is intentional, to be consistent.
And now, on to the explanation of how it works!
The main entry point is
process_tap_dance()
, called fromprocess_record_quantum()
, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and the timer.This means that you have
TAPPING_TERM
time to tap the key again, you do not have to input all the taps within that timeframe. This allows for longer tap counts, with minimal impact on responsiveness.Our next stop is
matrix_scan_tap_dance()
. This handles the timeout of tap-dance keys.For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros.
In the end, lets see a full example!
This fixes #426.