cb1935aaff
* Add FnLk to Melody96 bottom row * Update conditional in userspace makefile Thanks @drashna * Add F keys to Melody96 Fn layer * Add FN_ESC alias to userspace * Update KBD6X keymap * Fix RGB_MATRIX_ENABLE constant name in #if * Remove trailing \ from LAYOUT macro calls * Set RGB mode on EEPROM reset in KBD6X * Swap right and middle mouse buttons in KBD6X * Rearrange RGB controls in KBD6X * Update keycode aliases, replace CLEAR with DEL_NXT in KBD6X Add Clear to KBD6X as RCtrl+` * Convert code to 4 space indents * Tweak RCTRL layer functionality * Replace NUMPAD custom keycode with layer state logic * Update RGB_MATRIX_ENABLE check Co-Authored-By: vomindoraan <vomindoraan@gmail.com>
118 lines
3.9 KiB
C
118 lines
3.9 KiB
C
#include "tap_dance.h"
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#include "konstantin.h"
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#define ACTION_TAP_DANCE_DOUBLE_MOD(mod1, mod2) { \
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.fn = { td_double_mod_each, NULL, td_double_mod_reset }, \
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.user_data = &(qk_tap_dance_pair_t){ mod1, mod2 }, \
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}
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void td_double_mod_each(qk_tap_dance_state_t *state, void *user_data) {
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qk_tap_dance_pair_t *data = (qk_tap_dance_pair_t *)user_data;
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// Single tap → mod1, double tap → mod2, triple tap etc. → mod1+mod2
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if (state->count == 1 || state->count == 3) {
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register_code(data->kc1);
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} else if (state->count == 2) {
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unregister_code(data->kc1);
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register_code(data->kc2);
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}
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// Prevent tap dance from sending the mods as weak mods
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state->weak_mods &= ~(MOD_BIT(data->kc1) | MOD_BIT(data->kc2));
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}
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void td_double_mod_reset(qk_tap_dance_state_t *state, void *user_data) {
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qk_tap_dance_pair_t *data = (qk_tap_dance_pair_t *)user_data;
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if (state->count == 1 || state->count >= 3) {
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unregister_code(data->kc1);
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}
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if (state->count >= 2) {
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unregister_code(data->kc2);
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}
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}
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#define ACTION_TAP_DANCE_MOD_LAYER(mod, layer) { \
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.fn = { td_mod_layer_each, NULL, td_mod_layer_reset }, \
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.user_data = &(qk_tap_dance_dual_role_t){ mod, layer }, \
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}
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void td_mod_layer_each(qk_tap_dance_state_t *state, void *user_data) {
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qk_tap_dance_dual_role_t *data = (qk_tap_dance_dual_role_t *)user_data;
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// Single tap → mod, double tap → layer, triple tap etc. → mod+layer
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if (state->count == 1 || state->count == 3) {
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register_code(data->kc);
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} else if (state->count == 2) {
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unregister_code(data->kc);
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// Prevent tap dance from sending the mod as a weak mod
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state->weak_mods &= ~MOD_BIT(data->kc);
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layer_on(data->layer);
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}
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}
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void td_mod_layer_reset(qk_tap_dance_state_t *state, void *user_data) {
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qk_tap_dance_dual_role_t *data = (qk_tap_dance_dual_role_t *)user_data;
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if (state->count == 1 || state->count >= 3) {
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unregister_code(data->kc);
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}
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if (state->count >= 2) {
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layer_off(data->layer);
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}
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}
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#define ACTION_TAP_DANCE_LAYER_MOD(layer, mod) { \
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.fn = { td_layer_mod_each, NULL, td_layer_mod_reset }, \
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.user_data = &(qk_tap_dance_layer_mod_t){ layer, mod, 0, 0 }, \
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}
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typedef struct {
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uint8_t layer;
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uint16_t kc;
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bool layer_on; // Layer state when tap dance started
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bool started;
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} qk_tap_dance_layer_mod_t;
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void td_layer_mod_each(qk_tap_dance_state_t *state, void *user_data) {
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qk_tap_dance_layer_mod_t *data = (qk_tap_dance_layer_mod_t *)user_data;
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if (!data->started) {
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data->layer_on = IS_LAYER_ON(data->layer);
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data->started = true;
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}
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// Single tap → layer, double tap → mod, triple tap etc. → layer+mod
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if (state->count == 1 || state->count == 3) {
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layer_on(data->layer);
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} else if (state->count == 2) {
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if (!data->layer_on) {
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layer_off(data->layer);
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}
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register_code(data->kc);
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}
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}
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void td_layer_mod_reset(qk_tap_dance_state_t *state, void *user_data) {
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qk_tap_dance_layer_mod_t *data = (qk_tap_dance_layer_mod_t *)user_data;
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if ((state->count == 1 || state->count >= 3) && !data->layer_on) {
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layer_off(data->layer);
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}
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if (state->count >= 2) {
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unregister_code(data->kc);
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}
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data->started = false;
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}
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qk_tap_dance_action_t tap_dance_actions[] = {
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[TD_DST_A_R] = ACTION_TAP_DANCE_DOUBLE(DST_ADD, DST_REM),
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[TD_RAL_LAL] = ACTION_TAP_DANCE_DOUBLE_MOD(KC_RALT, KC_LALT),
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[TD_RAL_RGU] = ACTION_TAP_DANCE_DOUBLE_MOD(KC_RALT, KC_RGUI),
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[TD_RCT_RSF] = ACTION_TAP_DANCE_DOUBLE_MOD(KC_RCTL, KC_RSFT),
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[TD_LSFT_FN] = ACTION_TAP_DANCE_MOD_LAYER(KC_LSFT, L_FN),
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[TD_RCTL_FN] = ACTION_TAP_DANCE_MOD_LAYER(KC_RCTL, L_FN),
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[TD_FN_RCTL] = ACTION_TAP_DANCE_LAYER_MOD(L_FN, KC_RCTL),
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};
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