57 lines
2.4 KiB
C
57 lines
2.4 KiB
C
#include "tap_dances.h"
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#define NUM_OF_DIABLO_KEYS 4
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// define diablo macro timer variables
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diablo_timer_t diablo_timer[NUM_OF_DIABLO_KEYS];
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// Set the default intervals. Always start with 0 so that it will disable on first hit.
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// Otherwise, you will need to hit a bunch of times, or hit the "clear" command
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uint8_t diablo_times[] = {0, 1, 3, 5, 10, 30};
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// Cycle through the times for the macro, starting at 0, for disabled.
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void diablo_tapdance_master(qk_tap_dance_state_t *state, void *user_data) {
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diable_keys_t *diablo_keys = (diable_keys_t *)user_data;
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// Sets the keycode based on the index
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diablo_timer[diablo_keys->index].keycode = diablo_keys->keycode;
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// if the tapdance is hit more than the number of elemints in the array, reset
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if (state->count >= (sizeof(diablo_times) / sizeof(uint8_t))) {
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diablo_timer[diablo_keys->index].key_interval = 0;
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reset_tap_dance(state);
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} else { // else set the interval (tapdance count starts at 1, array starts at 0, so offset by one)
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diablo_timer[diablo_keys->index].key_interval = diablo_times[state->count - 1];
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}
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}
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// clang-format off
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// One function to rule them all!! Where the Magic Sauce lies
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#define ACTION_TAP_DANCE_DIABLO(index, keycode) { \
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.fn = { NULL, (void *)diablo_tapdance_master, NULL }, \
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.user_data = (void *)&((diable_keys_t) { index, keycode }), \
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}
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// clang-format on
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// Tap Dance Definitions, sets the index and the keycode.
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qk_tap_dance_action_t tap_dance_actions[] = {
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// tap once to disable, and more to enable timed micros
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[TD_D3_1] = ACTION_TAP_DANCE_DIABLO(0, KC_1),
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[TD_D3_2] = ACTION_TAP_DANCE_DIABLO(1, KC_2),
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[TD_D3_3] = ACTION_TAP_DANCE_DIABLO(2, KC_3),
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[TD_D3_4] = ACTION_TAP_DANCE_DIABLO(3, KC_4),
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};
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// Checks each of the 4 timers/keys to see if enough time has elapsed
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void run_diablo_macro_check(void) {
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for (uint8_t index = 0; index < NUM_OF_DIABLO_KEYS; index++) {
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// if key_interval is 0, it's disabled, so only run if it's set. If it's set, check the timer.
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if (diablo_timer[index].key_interval && timer_elapsed(diablo_timer[index].timer) > (diablo_timer[index].key_interval * 1000)) {
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// reset the timer, since enough time has passed
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diablo_timer[index].timer = timer_read();
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// send keycode ONLY if we're on the diablo layer.
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if (IS_LAYER_ON(_DIABLO)) {
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tap_code(diablo_timer[index].keycode);
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}
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}
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}
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}
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