When timing out, we should not clear the timer, because then we'll fail to reset
the tapCount later, too.
Fixes#8.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Limiting the number of keys saves us 20 bytes of SRAM, and almost 200
bytes of program space, and 16 tap-dance keys are still plenty.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Instead of calculating a time delta every time we want to check for a
timeout, compute the projected end ahead of time.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
To be able to change the LEDs under a tap-dance key - for example - we need to
know its position. For this reason, remember the position, and use it when
injecting events, and pass them to `tapDanceAction`, too.
Fixes#3.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
Having a long timeout for tap-dance is counter-intuitive, unlike for the other
special keys with timeouts. Use a short one instead.
Fixes#2.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
When tapping a tap-dance key handled by `TapDance::actionKeys` more times than
the amount of keys available, treat it as if the last action was to be
triggered. This feels not only more intuitive, but it also allows the counter
and state to reset as soon as possible, resulting in a better typing experience.
Fixes#1.
Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>