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137 lines
5.7 KiB
137 lines
5.7 KiB
# Akela-TapDance
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![status][st:experimental]
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[st:stable]: https://img.shields.io/badge/stable-✔-black.png?style=flat&colorA=44cc11&colorB=494e52
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[st:broken]: https://img.shields.io/badge/broken-X-black.png?style=flat&colorA=e05d44&colorB=494e52
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[st:experimental]: https://img.shields.io/badge/experimental----black.png?style=flat&colorA=dfb317&colorB=494e52
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Tap-dance keys are general purpose, multi-use keys, which trigger a different
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action based on the number of times they were tapped in sequence. As an example
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to make this clearer, one can have a key that inputs `A` when tapped once,
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inputs `B` when tapped twice, and lights up the keyboard in Christmas colors
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when tapped a third time.
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This behaviour is most useful in cases where we have a number of things we
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perform rarely, where tapping a single key repeatedly is not counter-productive.
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Such cases include - for example - multimedia forward / backward keys: forward
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on single tap, backward on double. Of course, one could use modifiers to achieve
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a similar effect, but that's two keys to use, this is only one. We can also hide
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some destructive functionality behind a number of taps: reset the keyboard after
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4 taps, and light up LEDs in increasingly frightful colors until then.
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## How does it work?
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To not interfere with normal typing, tap-dance keys have two ways to decide when
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to call an action: they either get interrupted, or they time out. Every time a
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tap-dance key is pressed, the timer resets, so one does not have to finish the
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whole tapping sequence within a short time limit. The tap-dance counter
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continues incrementing until one of these cases happen.
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When a tap-dance key is pressed and released, and nothing is pressed on the
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keyboard until the timeout is reached, then the key will time out, and trigger
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an action. Which action, depends on the number of times it has been tapped up
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until this point.
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When a tap-dance key is pressed and released, and another key is hit before the
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timer expires, then the tap-dance key will trigger an action first, perform it,
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and only then will the firmware continue handling the interrupting key press.
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This is to preserve the order of keys pressed.
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In both of these cases, the [`tapDanceAction`][tdaction] will be called, with
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`tapDanceIndex` set to the index of the tap-dance action (as set in the keymap),
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the `tapCount`, and `tapDanceAction` set to either `Akela::TapDance::Interrupt`,
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or `Akela::TapDance::Timeout`. If we continue holding the key, then as long as
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it is held, the same function will be called with `tapDanceAction` set to
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`Akela::TapDance::Hold`. When the key is released, after either an `Interrupt`
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or `Timeout` action was triggered, the function will be called with
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`tapDanceAction` set to `Akela::TapDance::Release`.
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These actions allow us to create sophisticated tap-dance setups, where one can
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tap a key twice and hold it, and have it repeat, for example.
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There is one additional value the `tapDanceAction` parameter can take:
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`Akela::TapDance::Tap`. It is called with this argument for each and every tap,
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even if no action is to be triggered yet. This is so that we can have a way to
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do some side-effects, like light up LEDs to show progress, and so on.
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## Using the plugin
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To use the plugin, we need to include the header, and declare the behaviour
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used. Then, we need to place tap-dance keys on the keymap. And finally, we need
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to implement the [`tapDanceAction`][tdaction] function that gets called each
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time an action is to be performed.
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```c++
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#include <Akela-TapDance.h>
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// Somewhere in the keymap:
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TD(0)
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// later in the Sketch:
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void tapDanceAction (uint8_t tapDanceIndex, uint8_t tapCount,
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Akela::TapDance::ActionType tapDanceAction) {
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switch (tapDanceIndex) {
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case 0:
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return tapDanceActionKeys (tapCount, tapDanceAction,
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Key_nextTrack, Key_prevTrack);
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}
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}
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void setup (void) {
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Keyboardio.setup (KEYMAP_SIZE);
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Keyboardio.use (&TapDance, NULL);
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}
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```
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## Keymap markup
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### `TD(id)`
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> A key that acts as a tap-dance key. The actions performed depend on the
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> implementation for the `id` index within the [`tapDanceActions`][tdactions]
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> function.
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>
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> The `id` parameter here is what will be used as `tapDanceIndex` in the handler
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> function.
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[tdaction]: #tapdanceactiontapdanceindex-tapcount-tapdanceaction
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## Plugin methods
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The plugin provides a `TapDance` object, but to implement the actions, we need
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to define a function ([`tapDanceAction`][tdaction]) outside of the object. A
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handler, of sorts. Nevertheless, the plugin provides one macro that is
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particularly useful:
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### `tapDanceActionKeys(tapCount, tapDanceAction, keys...)`
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> Sets up an action where for each subsequent tap, a different key will be
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> chosen from the list of keys supplied in the `keys...` argument.
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>
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> If we have `Key_A` and `Key_B` in the list, then, if tapped once, this
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> function will input `A`, but when tapped twice, will input `B`.
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>
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> When all our actions are just different keys, this is a very handy macro to
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> use.
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>
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> The `tapCount` and `tapDanceActions` parameters should be the same as the
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> similarly named parameters of the `tapDanceAction` function.
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### `tapDanceAction(tapDanceIndex, tapCount, tapDanceAction)`
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> The heart of the tap-dance plugin is the handler method. This is called every
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> time any kind of tap-dance action is to be performed. See the
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> *[How does it work?](#how-does-it-work)* section for details about when and
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> how this function is called.
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>
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> The `tapDanceIndex` and `tapCount` parameters help us choose which action to
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> perform.
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## Further reading
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Starting from the [example][plugin:example] is the recommended way of getting
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started with the plugin.
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[plugin:example]: https://github.com/keyboardio/Akela-TapDance/blob/master/examples/TapDance/TapDance.ino
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