More Tap Dance docs improvements (#12358)
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					 1 changed files with 84 additions and 78 deletions
				
			
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			@ -76,7 +76,7 @@ qk_tap_dance_action_t tap_dance_actions[] = {
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    [TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS),
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};
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// Add tap dance item in place of a key code
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// Add tap dance item to your keymap in place of a keycode
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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    // ...
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    TD(TD_ESC_CAPS)
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			@ -206,20 +206,22 @@ You will need a few things that can be used for 'Quad Function Tap-Dance'.
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You'll need to add these to the top of your `keymap.c` file, before your keymap. 
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```c
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typedef enum {
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    TD_NONE,
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    TD_UNKNOWN,
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    TD_SINGLE_TAP,
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    TD_SINGLE_HOLD,
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    TD_DOUBLE_TAP,
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    TD_DOUBLE_HOLD,
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    TD_DOUBLE_SINGLE_TAP, // Send two single taps
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    TD_TRIPLE_TAP,
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    TD_TRIPLE_HOLD
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} td_state_t;
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typedef struct {
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    bool is_press_action;
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    uint8_t state;
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} tap;
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enum {
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    SINGLE_TAP = 1,
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    SINGLE_HOLD,
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    DOUBLE_TAP,
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    DOUBLE_HOLD,
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    DOUBLE_SINGLE_TAP, // Send two single taps
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    TRIPLE_TAP,
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    TRIPLE_HOLD
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};
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    td_state_t state;
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} td_tap_t;
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// Tap dance enums
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enum {
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			@ -227,7 +229,7 @@ enum {
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    SOME_OTHER_DANCE
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};
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uint8_t cur_dance(qk_tap_dance_state_t *state);
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td_state_t cur_dance(qk_tap_dance_state_t *state);
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// For the x tap dance. Put it here so it can be used in any keymap
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void x_finished(qk_tap_dance_state_t *state, void *user_data);
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			@ -261,61 +263,61 @@ Now, at the bottom of your `keymap.c` file, you'll need to add the following:
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 *  Letters used in common words as a double. For example 'p' in 'pepper'. If a tap dance function existed on the
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 *    letter 'p', the word 'pepper' would be quite frustating to type.
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 *
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 * For the third point, there does exist the 'DOUBLE_SINGLE_TAP', however this is not fully tested
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 * For the third point, there does exist the 'TD_DOUBLE_SINGLE_TAP', however this is not fully tested
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 *
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 */
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uint8_t cur_dance(qk_tap_dance_state_t *state) {
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td_state_t cur_dance(qk_tap_dance_state_t *state) {
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    if (state->count == 1) {
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        if (state->interrupted || !state->pressed) return SINGLE_TAP;
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        if (state->interrupted || !state->pressed) return TD_SINGLE_TAP;
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        // Key has not been interrupted, but the key is still held. Means you want to send a 'HOLD'.
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        else return SINGLE_HOLD;
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        else return TD_SINGLE_HOLD;
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    } else if (state->count == 2) {
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        // DOUBLE_SINGLE_TAP is to distinguish between typing "pepper", and actually wanting a double tap
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        // TD_DOUBLE_SINGLE_TAP is to distinguish between typing "pepper", and actually wanting a double tap
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        // action when hitting 'pp'. Suggested use case for this return value is when you want to send two
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        // keystrokes of the key, and not the 'double tap' action/macro.
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        if (state->interrupted) return DOUBLE_SINGLE_TAP;
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        else if (state->pressed) return DOUBLE_HOLD;
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        else return DOUBLE_TAP;
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        if (state->interrupted) return TD_DOUBLE_SINGLE_TAP;
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        else if (state->pressed) return TD_DOUBLE_HOLD;
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        else return TD_DOUBLE_TAP;
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    }
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    // Assumes no one is trying to type the same letter three times (at least not quickly).
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    // If your tap dance key is 'KC_W', and you want to type "www." quickly - then you will need to add
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    // an exception here to return a 'TRIPLE_SINGLE_TAP', and define that enum just like 'DOUBLE_SINGLE_TAP'
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    // an exception here to return a 'TD_TRIPLE_SINGLE_TAP', and define that enum just like 'TD_DOUBLE_SINGLE_TAP'
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    if (state->count == 3) {
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        if (state->interrupted || !state->pressed) return TRIPLE_TAP;
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        else return TRIPLE_HOLD;
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    } else return 8; // Magic number. At some point this method will expand to work for more presses
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        if (state->interrupted || !state->pressed) return TD_TRIPLE_TAP;
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        else return TD_TRIPLE_HOLD;
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    } else return TD_UNKNOWN;
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}
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// Create an instance of 'tap' for the 'x' tap dance.
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static tap xtap_state = {
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// Create an instance of 'td_tap_t' for the 'x' tap dance.
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static td_tap_t xtap_state = {
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    .is_press_action = true,
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    .state = 0
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    .state = TD_NONE
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};
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void x_finished(qk_tap_dance_state_t *state, void *user_data) {
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    xtap_state.state = cur_dance(state);
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    switch (xtap_state.state) {
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        case SINGLE_TAP: register_code(KC_X); break;
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        case SINGLE_HOLD: register_code(KC_LCTRL); break;
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        case DOUBLE_TAP: register_code(KC_ESC); break;
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        case DOUBLE_HOLD: register_code(KC_LALT); break;
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        case TD_SINGLE_TAP: register_code(KC_X); break;
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        case TD_SINGLE_HOLD: register_code(KC_LCTRL); break;
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        case TD_DOUBLE_TAP: register_code(KC_ESC); break;
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        case TD_DOUBLE_HOLD: register_code(KC_LALT); break;
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        // Last case is for fast typing. Assuming your key is `f`:
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        // For example, when typing the word `buffer`, and you want to make sure that you send `ff` and not `Esc`.
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        // In order to type `ff` when typing fast, the next character will have to be hit within the `TAPPING_TERM`, which by default is 200ms.
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        case DOUBLE_SINGLE_TAP: tap_code(KC_X); register_code(KC_X);
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        case TD_DOUBLE_SINGLE_TAP: tap_code(KC_X); register_code(KC_X);
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    }
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}
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void x_reset(qk_tap_dance_state_t *state, void *user_data) {
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    switch (xtap_state.state) {
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        case SINGLE_TAP: unregister_code(KC_X); break;
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        case SINGLE_HOLD: unregister_code(KC_LCTRL); break;
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        case DOUBLE_TAP: unregister_code(KC_ESC); break;
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        case DOUBLE_HOLD: unregister_code(KC_LALT);
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        case DOUBLE_SINGLE_TAP: unregister_code(KC_X);
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        case TD_SINGLE_TAP: unregister_code(KC_X); break;
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        case TD_SINGLE_HOLD: unregister_code(KC_LCTRL); break;
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        case TD_DOUBLE_TAP: unregister_code(KC_ESC); break;
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        case TD_DOUBLE_HOLD: unregister_code(KC_LALT);
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        case TD_DOUBLE_SINGLE_TAP: unregister_code(KC_X);
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    }
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    xtap_state.state = 0;
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    xtap_state.state = TD_NONE;
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}
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qk_tap_dance_action_t tap_dance_actions[] = {
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			@ -343,9 +345,11 @@ enum td_keycodes {
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// Define a type containing as many tapdance states as you need
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typedef enum {
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    SINGLE_TAP,
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    SINGLE_HOLD,
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    DOUBLE_SINGLE_TAP
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    TD_NONE,
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    TD_UNKNOWN,
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    TD_SINGLE_TAP,
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    TD_SINGLE_HOLD,
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    TD_DOUBLE_SINGLE_TAP
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} td_state_t;
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// Create a global instance of the tapdance state type
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			@ -354,7 +358,7 @@ static td_state_t td_state;
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// Declare your tapdance functions:
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// Function to determine the current tapdance state
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uint8_t cur_dance(qk_tap_dance_state_t *state);
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td_state_t cur_dance(qk_tap_dance_state_t *state);
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// `finished` and `reset` functions for each tapdance keycode
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void altlp_finished(qk_tap_dance_state_t *state, void *user_data);
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			@ -365,14 +369,14 @@ Below your `LAYOUT`, define each of the tapdance functions:
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```c
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// Determine the tapdance state to return
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uint8_t cur_dance(qk_tap_dance_state_t *state) {
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td_state_t cur_dance(qk_tap_dance_state_t *state) {
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    if (state->count == 1) {
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        if (state->interrupted || !state->pressed) return SINGLE_TAP;
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        else return SINGLE_HOLD;
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        if (state->interrupted || !state->pressed) return TD_SINGLE_TAP;
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        else return TD_SINGLE_HOLD;
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    }
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    if (state->count == 2) return DOUBLE_SINGLE_TAP;
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    else return 3; // Any number higher than the maximum state value you return above
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    if (state->count == 2) return TD_DOUBLE_SINGLE_TAP;
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    else return TD_UNKNOWN; // Any number higher than the maximum state value you return above
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}
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// Handle the possible states for each tapdance keycode you define:
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			@ -380,13 +384,13 @@ uint8_t cur_dance(qk_tap_dance_state_t *state) {
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void altlp_finished(qk_tap_dance_state_t *state, void *user_data) {
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    td_state = cur_dance(state);
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    switch (td_state) {
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        case SINGLE_TAP:
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        case TD_SINGLE_TAP:
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            register_code16(KC_LPRN);
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            break;
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        case SINGLE_HOLD:
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        case TD_SINGLE_HOLD:
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            register_mods(MOD_BIT(KC_LALT)); // For a layer-tap key, use `layer_on(_MY_LAYER)` here
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            break;
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        case DOUBLE_SINGLE_TAP: // Allow nesting of 2 parens `((` within tapping term
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        case TD_DOUBLE_SINGLE_TAP: // Allow nesting of 2 parens `((` within tapping term
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            tap_code16(KC_LPRN);
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            register_code16(KC_LPRN);
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    }
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			@ -394,13 +398,13 @@ void altlp_finished(qk_tap_dance_state_t *state, void *user_data) {
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void altlp_reset(qk_tap_dance_state_t *state, void *user_data) {
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    switch (td_state) {
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        case SINGLE_TAP:
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        case TD_SINGLE_TAP:
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            unregister_code16(KC_LPRN);
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            break;
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        case SINGLE_HOLD:
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        case TD_SINGLE_HOLD:
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            unregister_mods(MOD_BIT(KC_LALT)); // For a layer-tap key, use `layer_off(_MY_LAYER)` here
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            break;
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        case DOUBLE_SINGLE_TAP:
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        case TD_DOUBLE_SINGLE_TAP:
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            unregister_code16(KC_LPRN);
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    }
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}
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			@ -420,17 +424,19 @@ Tap Dance can be used to mimic MO(layer) and TG(layer) functionality. For this e
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The first step is to include the following code towards the beginning of your `keymap.c`:
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```c
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// Define a type for as many tap dance states as you need
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typedef enum {
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    TD_NONE,
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    TD_UNKNOWN,
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    TD_SINGLE_TAP,
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    TD_SINGLE_HOLD,
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    TD_DOUBLE_TAP
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} td_state_t;
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typedef struct {
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    bool is_press_action;
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    uint8_t state;
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} tap;
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// Define a type for as many tap dance states as you need
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enum {
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    SINGLE_TAP = 1,
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    SINGLE_HOLD,
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    DOUBLE_TAP
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};
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    td_state_t state;
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} td_tap_t;
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enum {
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    QUOT_LAYR, // Our custom tap dance key; add any other tap dance keys to this enum 
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			@ -439,7 +445,7 @@ enum {
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// Declare the functions to be used with your tap dance key(s)
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// Function associated with all tap dances
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uint8_t cur_dance(qk_tap_dance_state_t *state);
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td_state_t cur_dance(qk_tap_dance_state_t *state);
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// Functions associated with individual tap dances
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void ql_finished(qk_tap_dance_state_t *state, void *user_data);
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			@ -450,31 +456,31 @@ Towards the bottom of your `keymap.c`, include the following code:
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```c
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// Determine the current tap dance state
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uint8_t cur_dance(qk_tap_dance_state_t *state) {
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td_state_t cur_dance(qk_tap_dance_state_t *state) {
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    if (state->count == 1) {
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        if (!state->pressed) return SINGLE_TAP;
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        else return SINGLE_HOLD;
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    } else if (state->count == 2) return DOUBLE_TAP;
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    else return 8;
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        if (!state->pressed) return TD_SINGLE_TAP;
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        else return TD_SINGLE_HOLD;
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    } else if (state->count == 2) return TD_DOUBLE_TAP;
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    else return TD_UNKNOWN;
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}
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// Initialize tap structure associated with example tap dance key
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static tap ql_tap_state = {
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static td_tap_t ql_tap_state = {
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    .is_press_action = true,
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    .state = 0
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    .state = TD_NONE
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};
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// Functions that control what our tap dance key does
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void ql_finished(qk_tap_dance_state_t *state, void *user_data) {
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    ql_tap_state.state = cur_dance(state);
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    switch (ql_tap_state.state) {
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        case SINGLE_TAP:
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        case TD_SINGLE_TAP:
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            tap_code(KC_QUOT);
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            break;
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        case SINGLE_HOLD:
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        case TD_SINGLE_HOLD:
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            layer_on(_MY_LAYER);
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            break;
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        case DOUBLE_TAP:
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        case TD_DOUBLE_TAP:
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            // Check to see if the layer is already set
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            if (layer_state_is(_MY_LAYER)) {
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                // If already set, then switch it off
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			@ -489,10 +495,10 @@ void ql_finished(qk_tap_dance_state_t *state, void *user_data) {
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void ql_reset(qk_tap_dance_state_t *state, void *user_data) {
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    // If the key was held down and now is released then switch off the layer
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    if (ql_tap_state.state == SINGLE_HOLD) {
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    if (ql_tap_state.state == TD_SINGLE_HOLD) {
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        layer_off(_MY_LAYER);
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    }
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    ql_tap_state.state = 0;
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    ql_tap_state.state = TD_NONE;
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}
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// Associate our tap dance key with its functionality
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			@ -505,7 +511,7 @@ The above code is similar to that used in previous examples. The one point to no
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The use of `cur_dance()` and `ql_tap_state` mirrors the above examples.
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The `case:SINGLE_TAP` in `ql_finished` is similar to the above examples. The `SINGLE_HOLD` case works in conjunction with `ql_reset()` to switch to `_MY_LAYER` while the tap dance key is held, and to switch away from `_MY_LAYER` when the key is released. This mirrors the use of `MO(_MY_LAYER)`. The `DOUBLE_TAP` case works by checking whether `_MY_LAYER` is the active layer, and toggling it on or off accordingly. This mirrors the use of `TG(_MY_LAYER)`.
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The `case: TD_SINGLE_TAP` in `ql_finished` is similar to the above examples. The `TD_SINGLE_HOLD` case works in conjunction with `ql_reset()` to switch to `_MY_LAYER` while the tap dance key is held, and to switch away from `_MY_LAYER` when the key is released. This mirrors the use of `MO(_MY_LAYER)`. The `TD_DOUBLE_TAP` case works by checking whether `_MY_LAYER` is the active layer, and toggling it on or off accordingly. This mirrors the use of `TG(_MY_LAYER)`.
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`tap_dance_actions[]` works similar to the above examples. Note that I used `ACTION_TAP_DANCE_FN_ADVANCED_TIME()` instead of `ACTION_TAP_DANCE_FN_ADVANCED()`. This is because I like my `TAPPING_TERM` to be short (\~175ms) for my non-tap-dance keys but find that this is too quick for me to reliably complete tap dance actions - thus the increased time of 275ms here.
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