162dd3fe19
* Adding profile for Corne with tap dance Swedish support. * Remove extern keymap_config_t keymap_config as no longer needed * Changed to use tap_code over register_code * Removed persistent_default_layer_set * Moved macros to hvp user space ink tap dance code * Removed not used functions * Moved to an ifbased include statement * Removed not needed characters
75 lines
No EOL
2 KiB
C
75 lines
No EOL
2 KiB
C
#include "tap_dances.h"
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// Tap dance function for enable swedish characters on first layer. Unregister to not let tap bleed over to next keypress.
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// Tap dance 1
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void dance_1_finished(qk_tap_dance_state_t *state, void *user_data) {
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if (state->count == 2) {
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tap_code(KC_SCLN);
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} else {
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register_code(KC_RALT);
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register_code(KC_O);
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unregister_code(KC_RALT);
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unregister_code(KC_O);
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}
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}
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void dance_1_reset(qk_tap_dance_state_t *state, void *user_data) {
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if (state->count == 2) {
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unregister_code(KC_SCLN);
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} else {
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unregister_code(KC_RALT);
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unregister_code(KC_O);
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}
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}
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// Tap dance 2
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void dance_2_finished(qk_tap_dance_state_t *state, void *user_data) {
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if (state->count == 2) {
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tap_code(KC_QUOT);
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} else {
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register_code(KC_RALT);
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register_code(KC_A);
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unregister_code(KC_RALT);
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unregister_code(KC_A);
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}
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}
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void dance_2_reset(qk_tap_dance_state_t *state, void *user_data) {
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if (state->count == 2) {
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unregister_code(KC_QUOT);
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} else {
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unregister_code(KC_RALT);
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unregister_code(KC_A);
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}
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}
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// Tap dance 3
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void dance_3_finished(qk_tap_dance_state_t *state, void *user_data) {
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// if (state->count == 2)
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if (state->count == 2) {
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tap_code(KC_SLSH);
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} else {
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register_code(KC_RALT);
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register_code(KC_W);
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unregister_code(KC_RALT);
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unregister_code(KC_W);
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}
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}
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void dance_3_reset(qk_tap_dance_state_t *state, void *user_data) {
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if (state->count == 2) {
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unregister_code(KC_SLSH);
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} else {
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unregister_code(KC_RALT);
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unregister_code(KC_W);
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}
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}
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// Tap Dance Definitions
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qk_tap_dance_action_t tap_dance_actions[] = {
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// simple tap dance
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[TD1] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, dance_1_finished, dance_1_reset),
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[TD2] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, dance_2_finished, dance_2_reset),
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[TD3] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, dance_3_finished, dance_3_reset)}; |