Add 'bootloadHID' flash target (#5587)
[jackhill/qmk/firmware.git] / docs / feature_tap_dance.md
1 # Tap Dance: A Single Key Can Do 3, 5, or 100 Different Things
2
3 ## Introduction
4 Hit the semicolon key once, send a semicolon. Hit it twice, rapidly -- send a colon. Hit it three times, and your keyboard's LEDs do a wild dance. That's just one example of what Tap Dance can do. It's one of the nicest community-contributed features in the firmware, conceived and created by [algernon](https://github.com/algernon) in [#451](https://github.com/qmk/qmk_firmware/pull/451). Here's how algernon describes the feature:
5
6 With this feature one can specify keys that behave differently, based on the amount of times they have been tapped, and when interrupted, they get handled before the interrupter.
7
8 ## Explanatory Comparison with `ACTION_FUNCTION_TAP`
9 `ACTION_FUNCTION_TAP` can offer similar functionality to Tap Dance, but it's worth noting some important differences. To do this, let's explore a certain setup! We want one key to send `Space` on single-tap, but `Enter` on double-tap.
10
11 With `ACTION_FUNCTION_TAP`, it is quite a rain-dance to set this up, and has the problem that when the sequence is interrupted, the interrupting key will be sent first. Thus, `SPC a` will result in `a SPC` being sent, if `SPC` and `a` are both typed within `TAPPING_TERM`. With the Tap Dance feature, that'll come out correctly as `SPC a` (even if both `SPC` and `a` are typed within the `TAPPING_TERM`.
12
13 To achieve this correct handling of interrupts, the implementation of Tap Dance hooks into two parts of the system: `process_record_quantum()`, and the matrix scan. These two parts are explained below, but for now the point to note is that we need the latter to be able to time out a tap sequence even when a key is not being pressed. That way, `SPC` alone will time out and register after `TAPPING_TERM` time.
14
15 ## How to Use Tap Dance
16 But enough of the generalities; lets look at how to actually use Tap Dance!
17
18 First, you will need `TAP_DANCE_ENABLE=yes` in your `rules.mk`, because the feature is disabled by default. This adds a little less than 1k to the firmware size.
19
20 Optionally, you might want to set a custom `TAPPING_TERM` time by adding something like this in you `config.h`:
21
22 ```
23 #define TAPPING_TERM 175
24 ```
25
26 The `TAPPING_TERM` time is the maximum time allowed between taps of your Tap Dance key, and is measured in milliseconds. For example, if you used the above `#define` statement and set up a Tap Dance key that sends `Space` on single-tap and `Enter` on double-tap, then this key will send `ENT` only if you tap this key twice in less than 175ms. If you tap the key, wait more than 175ms, and tap the key again you'll end up sending `SPC SPC` instead.
27
28 Next, you will want to define some tap-dance keys, which is easiest to do with the `TD()` macro, that - similar to `F()` - takes a number, which will later be used as an index into the `tap_dance_actions` array.
29
30 After this, you'll want to use the `tap_dance_actions` array to specify what actions shall be taken when a tap-dance key is in action. Currently, there are five possible options:
31
32 * `ACTION_TAP_DANCE_DOUBLE(kc1, kc2)`: Sends the `kc1` keycode when tapped once, `kc2` otherwise. When the key is held, the appropriate keycode is registered: `kc1` when pressed and held, `kc2` when tapped once, then pressed and held.
33 * `ACTION_TAP_DANCE_DUAL_ROLE(kc, layer)`: Sends the `kc` keycode when tapped once, or moves to `layer`. (this functions like the `TO` layer keycode).
34 * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the final tap count of the tap dance action.
35 * `ACTION_TAP_DANCE_FN_ADVANCED(on_each_tap_fn, on_dance_finished_fn, on_dance_reset_fn)`: Calls the first specified function - defined in the user keymap - on every tap, the second function when the dance action finishes (like the previous option), and the last function when the tap dance action resets.
36 * `ACTION_TAP_DANCE_FN_ADVANCED_TIME(on_each_tap_fn, on_dance_finished_fn, on_dance_reset_fn, tap_specific_tapping_term)`: This functions identically to the `ACTION_TAP_DANCE_FN_ADVANCED` function, but uses a custom tapping term for it, instead of the predefined `TAPPING_TERM`.
37
38 The first option is enough for a lot of cases, that just want dual roles. For example, `ACTION_TAP_DANCE_DOUBLE(KC_SPC, KC_ENT)` will result in `Space` being sent on single-tap, `Enter` otherwise.
39
40 !> Keep in mind that only [basic keycodes](keycodes_basic.md) are supported here. Custom keycodes are not supported.
41
42 Similar to the first option, the second option is good for simple layer-switching cases.
43
44 For more complicated cases, use the third or fourth options (examples of each are listed below).
45
46 Finally, the fifth option is particularly useful if your non-Tap-Dance keys start behaving weirdly after adding the code for your Tap Dance keys. The likely problem is that you changed the `TAPPING_TERM` time to make your Tap Dance keys easier for you to use, and that this has changed the way your other keys handle interrupts.
47
48 ## Implementation Details
49 Well, that's the bulk of it! You should now be able to work through the examples below, and to develop your own Tap Dance functionality. But if you want a deeper understanding of what's going on behind the scenes, then read on for the explanation of how it all works!
50
51 The main entry point is `process_tap_dance()`, called from `process_record_quantum()`, which is run for every keypress, and our handler gets to run early. This function checks whether the key pressed is a tap-dance key. If it is not, and a tap-dance was in action, we handle that first, and enqueue the newly pressed key. If it is a tap-dance key, then we check if it is the same as the already active one (if there's one active, that is). If it is not, we fire off the old one first, then register the new one. If it was the same, we increment the counter and reset the timer.
52
53 This means that you have `TAPPING_TERM` time to tap the key again; you do not have to input all the taps within a single `TAPPING_TERM` timeframe. This allows for longer tap counts, with minimal impact on responsiveness.
54
55 Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys.
56
57 For the sake of flexibility, tap-dance actions can be either a pair of keycodes, or a user function. The latter allows one to handle higher tap counts, or do extra things, like blink the LEDs, fiddle with the backlighting, and so on. This is accomplished by using an union, and some clever macros.
58
59 # Examples
60
61 ## Simple Example
62
63 Here's a simple example for a single definition:
64
65 1. In your `rules.mk`, add `TAP_DANCE_ENABLE = yes`
66 2. In your `config.h` (which you can copy from `qmk_firmware/keyboards/planck/config.h` to your keymap directory), add `#define TAPPING_TERM 200`
67 3. In your `keymap.c` file, define the variables and definitions, then add to your keymap:
68
69 ```c
70 //Tap Dance Declarations
71 enum {
72 TD_ESC_CAPS = 0
73 };
74
75 //Tap Dance Definitions
76 qk_tap_dance_action_t tap_dance_actions[] = {
77 //Tap once for Esc, twice for Caps Lock
78 [TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
79 // Other declarations would go here, separated by commas, if you have them
80 };
81
82 //In Layer declaration, add tap dance item in place of a key code
83 TD(TD_ESC_CAPS)
84 ```
85
86 ## Complex Examples
87
88 This section details several complex tap dance examples.
89 All the enums used in the examples are declared like this:
90
91 ```c
92 // Enums defined for all examples:
93 enum {
94 CT_SE = 0,
95 CT_CLN,
96 CT_EGG,
97 CT_FLSH,
98 X_TAP_DANCE
99 };
100 ```
101 ### Example 1: Send `:` on Single Tap, `;` on Double Tap
102 ```c
103 void dance_cln_finished (qk_tap_dance_state_t *state, void *user_data) {
104 if (state->count == 1) {
105 register_code (KC_RSFT);
106 register_code (KC_SCLN);
107 } else {
108 register_code (KC_SCLN);
109 }
110 }
111
112 void dance_cln_reset (qk_tap_dance_state_t *state, void *user_data) {
113 if (state->count == 1) {
114 unregister_code (KC_RSFT);
115 unregister_code (KC_SCLN);
116 } else {
117 unregister_code (KC_SCLN);
118 }
119 }
120
121 //All tap dance functions would go here. Only showing this one.
122 qk_tap_dance_action_t tap_dance_actions[] = {
123 [CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
124 };
125 ```
126 ### Example 2: Send "Safety Dance!" After 100 Taps
127 ```c
128 void dance_egg (qk_tap_dance_state_t *state, void *user_data) {
129 if (state->count >= 100) {
130 SEND_STRING ("Safety dance!");
131 reset_tap_dance (state);
132 }
133 }
134
135 qk_tap_dance_action_t tap_dance_actions[] = {
136 [CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
137 };
138 ```
139
140 ### Example 3: Turn LED Lights On Then Off, One at a Time
141
142 ```c
143 // on each tap, light up one led, from right to left
144 // on the forth tap, turn them off from right to left
145 void dance_flsh_each(qk_tap_dance_state_t *state, void *user_data) {
146 switch (state->count) {
147 case 1:
148 ergodox_right_led_3_on();
149 break;
150 case 2:
151 ergodox_right_led_2_on();
152 break;
153 case 3:
154 ergodox_right_led_1_on();
155 break;
156 case 4:
157 ergodox_right_led_3_off();
158 _delay_ms(50);
159 ergodox_right_led_2_off();
160 _delay_ms(50);
161 ergodox_right_led_1_off();
162 }
163 }
164
165 // on the fourth tap, set the keyboard on flash state
166 void dance_flsh_finished(qk_tap_dance_state_t *state, void *user_data) {
167 if (state->count >= 4) {
168 reset_keyboard();
169 reset_tap_dance(state);
170 }
171 }
172
173 // if the flash state didn't happen, then turn off LEDs, left to right
174 void dance_flsh_reset(qk_tap_dance_state_t *state, void *user_data) {
175 ergodox_right_led_1_off();
176 _delay_ms(50);
177 ergodox_right_led_2_off();
178 _delay_ms(50);
179 ergodox_right_led_3_off();
180 }
181
182 //All tap dances now put together. Example 3 is "CT_FLASH"
183 qk_tap_dance_action_t tap_dance_actions[] = {
184 [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT)
185 ,[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
186 ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
187 ,[CT_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset)
188 };
189 ```
190
191 ### Example 4: 'Quad Function Tap-Dance'
192
193 By [DanielGGordon](https://github.com/danielggordon)
194
195 Allow one key to have 4 (or more) functions, depending on number of presses, and if the key is held or tapped.
196 Below is a specific example:
197 * Tap = Send `x`
198 * Hold = Send `Control`
199 * Double Tap = Send `Escape`
200 * Double Tap and Hold = Send `Alt`
201
202 ## Setup
203
204 You will need a few things that can be used for 'Quad Function Tap-Dance'.
205
206 You'll need to add these to the top of your `keymap.c` file, before your keymap.
207
208 ```c
209 typedef struct {
210 bool is_press_action;
211 int state;
212 } tap;
213
214 enum {
215 SINGLE_TAP = 1,
216 SINGLE_HOLD = 2,
217 DOUBLE_TAP = 3,
218 DOUBLE_HOLD = 4,
219 DOUBLE_SINGLE_TAP = 5, //send two single taps
220 TRIPLE_TAP = 6,
221 TRIPLE_HOLD = 7
222 };
223
224 //Tap dance enums
225 enum {
226 X_CTL = 0,
227 SOME_OTHER_DANCE
228 };
229
230 int cur_dance (qk_tap_dance_state_t *state);
231
232 //for the x tap dance. Put it here so it can be used in any keymap
233 void x_finished (qk_tap_dance_state_t *state, void *user_data);
234 void x_reset (qk_tap_dance_state_t *state, void *user_data);
235
236 ```
237
238 Now, at the bottom of your `keymap.c` file, you'll need to add the following:
239
240 ```c
241 /* Return an integer that corresponds to what kind of tap dance should be executed.
242 *
243 * How to figure out tap dance state: interrupted and pressed.
244 *
245 * Interrupted: If the state of a dance dance is "interrupted", that means that another key has been hit
246 * under the tapping term. This is typically indicitive that you are trying to "tap" the key.
247 *
248 * Pressed: Whether or not the key is still being pressed. If this value is true, that means the tapping term
249 * has ended, but the key is still being pressed down. This generally means the key is being "held".
250 *
251 * One thing that is currenlty not possible with qmk software in regards to tap dance is to mimic the "permissive hold"
252 * feature. In general, advanced tap dances do not work well if they are used with commonly typed letters.
253 * For example "A". Tap dances are best used on non-letter keys that are not hit while typing letters.
254 *
255 * Good places to put an advanced tap dance:
256 * z,q,x,j,k,v,b, any function key, home/end, comma, semi-colon
257 *
258 * Criteria for "good placement" of a tap dance key:
259 * Not a key that is hit frequently in a sentence
260 * Not a key that is used frequently to double tap, for example 'tab' is often double tapped in a terminal, or
261 * in a web form. So 'tab' would be a poor choice for a tap dance.
262 * Letters used in common words as a double. For example 'p' in 'pepper'. If a tap dance function existed on the
263 * letter 'p', the word 'pepper' would be quite frustating to type.
264 *
265 * For the third point, there does exist the 'DOUBLE_SINGLE_TAP', however this is not fully tested
266 *
267 */
268 int cur_dance (qk_tap_dance_state_t *state) {
269 if (state->count == 1) {
270 if (state->interrupted || !state->pressed) return SINGLE_TAP;
271 //key has not been interrupted, but they key is still held. Means you want to send a 'HOLD'.
272 else return SINGLE_HOLD;
273 }
274 else if (state->count == 2) {
275 /*
276 * DOUBLE_SINGLE_TAP is to distinguish between typing "pepper", and actually wanting a double tap
277 * action when hitting 'pp'. Suggested use case for this return value is when you want to send two
278 * keystrokes of the key, and not the 'double tap' action/macro.
279 */
280 if (state->interrupted) return DOUBLE_SINGLE_TAP;
281 else if (state->pressed) return DOUBLE_HOLD;
282 else return DOUBLE_TAP;
283 }
284 //Assumes no one is trying to type the same letter three times (at least not quickly).
285 //If your tap dance key is 'KC_W', and you want to type "www." quickly - then you will need to add
286 //an exception here to return a 'TRIPLE_SINGLE_TAP', and define that enum just like 'DOUBLE_SINGLE_TAP'
287 if (state->count == 3) {
288 if (state->interrupted || !state->pressed) return TRIPLE_TAP;
289 else return TRIPLE_HOLD;
290 }
291 else return 8; //magic number. At some point this method will expand to work for more presses
292 }
293
294 //instanalize an instance of 'tap' for the 'x' tap dance.
295 static tap xtap_state = {
296 .is_press_action = true,
297 .state = 0
298 };
299
300 void x_finished (qk_tap_dance_state_t *state, void *user_data) {
301 xtap_state.state = cur_dance(state);
302 switch (xtap_state.state) {
303 case SINGLE_TAP: register_code(KC_X); break;
304 case SINGLE_HOLD: register_code(KC_LCTRL); break;
305 case DOUBLE_TAP: register_code(KC_ESC); break;
306 case DOUBLE_HOLD: register_code(KC_LALT); break;
307 case DOUBLE_SINGLE_TAP: register_code(KC_X); unregister_code(KC_X); register_code(KC_X);
308 //Last case is for fast typing. Assuming your key is `f`:
309 //For example, when typing the word `buffer`, and you want to make sure that you send `ff` and not `Esc`.
310 //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.
311 }
312 }
313
314 void x_reset (qk_tap_dance_state_t *state, void *user_data) {
315 switch (xtap_state.state) {
316 case SINGLE_TAP: unregister_code(KC_X); break;
317 case SINGLE_HOLD: unregister_code(KC_LCTRL); break;
318 case DOUBLE_TAP: unregister_code(KC_ESC); break;
319 case DOUBLE_HOLD: unregister_code(KC_LALT);
320 case DOUBLE_SINGLE_TAP: unregister_code(KC_X);
321 }
322 xtap_state.state = 0;
323 }
324
325 qk_tap_dance_action_t tap_dance_actions[] = {
326 [X_CTL] = ACTION_TAP_DANCE_FN_ADVANCED(NULL,x_finished, x_reset)
327 };
328 ```
329
330 And then simply use `TD(X_CTL)` anywhere in your keymap.
331
332 If you want to implement this in your userspace, then you may want to check out how [DanielGGordon](https://github.com/qmk/qmk_firmware/tree/master/users/gordon) has implemented this in their userspace.
333
334 ### Example 5: Using tap dance for advanced mod-tap and layer-tap keys
335
336 Tap dance can be used to emulate `MT()` and `LT()` behavior when the tapped code is not a basic keycode. This is useful to send tapped keycodes that normally require `Shift`, such as parentheses or curly braces—or other modified keycodes, such as `Control + X`.
337
338 Below your layers and custom keycodes, add the following:
339
340 ```c
341 // tapdance keycodes
342 enum td_keycodes {
343 ALT_LP // Our example key: `LALT` when held, `(` when tapped. Add additional keycodes for each tapdance.
344 };
345
346 // define a type containing as many tapdance states as you need
347 typedef enum {
348 SINGLE_TAP,
349 SINGLE_HOLD,
350 DOUBLE_SINGLE_TAP
351 } td_state_t;
352
353 // create a global instance of the tapdance state type
354 static td_state_t td_state;
355
356 // declare your tapdance functions:
357
358 // function to determine the current tapdance state
359 int cur_dance (qk_tap_dance_state_t *state);
360
361 // `finished` and `reset` functions for each tapdance keycode
362 void altlp_finished (qk_tap_dance_state_t *state, void *user_data);
363 void altlp_reset (qk_tap_dance_state_t *state, void *user_data);
364 ```
365
366 Below your `LAYOUT`, define each of the tapdance functions:
367
368 ```c
369 // determine the tapdance state to return
370 int cur_dance (qk_tap_dance_state_t *state) {
371 if (state->count == 1) {
372 if (state->interrupted || !state->pressed) { return SINGLE_TAP; }
373 else { return SINGLE_HOLD; }
374 }
375 if (state->count == 2) { return DOUBLE_SINGLE_TAP; }
376 else { return 3; } // any number higher than the maximum state value you return above
377 }
378
379 // handle the possible states for each tapdance keycode you define:
380
381 void altlp_finished (qk_tap_dance_state_t *state, void *user_data) {
382 td_state = cur_dance(state);
383 switch (td_state) {
384 case SINGLE_TAP:
385 register_code16(KC_LPRN);
386 break;
387 case SINGLE_HOLD:
388 register_mods(MOD_BIT(KC_LALT)); // for a layer-tap key, use `layer_on(_MY_LAYER)` here
389 break;
390 case DOUBLE_SINGLE_TAP: // allow nesting of 2 parens `((` within tapping term
391 tap_code16(KC_LPRN);
392 register_code16(KC_LPRN);
393 }
394 }
395
396 void altlp_reset (qk_tap_dance_state_t *state, void *user_data) {
397 switch (td_state) {
398 case SINGLE_TAP:
399 unregister_code16(KC_LPRN);
400 break;
401 case SINGLE_HOLD:
402 unregister_mods(MOD_BIT(KC_LALT)); // for a layer-tap key, use `layer_off(_MY_LAYER)` here
403 break;
404 case DOUBLE_SINGLE_TAP:
405 unregister_code16(KC_LPRN);
406 }
407 }
408
409 // define `ACTION_TAP_DANCE_FN_ADVANCED()` for each tapdance keycode, passing in `finished` and `reset` functions
410 qk_tap_dance_action_t tap_dance_actions[] = {
411 [ALT_LP] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, altlp_finished, altlp_reset)
412 };
413 ```
414
415 Wrap each tapdance keycode in `TD()` when including it in your keymap, e.g. `TD(ALT_LP)`.
416
417 ### Example 6: Using tap dance for momentary-layer-switch and layer-toggle keys
418
419 Tap Dance can be used to mimic MO(layer) and TG(layer) functionality. For this example, we will set up a key to function as `KC_QUOT` on single-tap, as `MO(_MY_LAYER)` on single-hold, and `TG(_MY_LAYER)` on double-tap.
420
421 The first step is to include the following code towards the beginning of your `keymap.c`:
422
423 ```
424 typedef struct {
425 bool is_press_action;
426 int state;
427 } tap;
428
429 //Define a type for as many tap dance states as you need
430 enum {
431 SINGLE_TAP = 1,
432 SINGLE_HOLD = 2,
433 DOUBLE_TAP = 3
434 };
435
436 enum {
437 QUOT_LAYR = 0 //Our custom tap dance key; add any other tap dance keys to this enum
438 };
439
440 //Declare the functions to be used with your tap dance key(s)
441
442 //Function associated with all tap dances
443 int cur_dance (qk_tap_dance_state_t *state);
444
445 //Functions associated with individual tap dances
446 void ql_finished (qk_tap_dance_state_t *state, void *user_data);
447 void ql_reset (qk_tap_dance_state_t *state, void *user_data);
448
449 //Declare variable to track which layer is active
450 int active_layer;
451 ```
452
453 The above code is similar to that used in previous examples. The one point to note is that you need to declare a variable to keep track of what layer is currently the active layer. We'll see why shortly.
454
455 Towards the bottom of your `keymap.c`, include the following code:
456
457 ```
458 //Update active_layer
459 uint32_t layer_state_set_user(uint32_t state) {
460 switch (biton32(state)) {
461 case 1:
462 active_layer = 1;
463 break;
464 case 2:
465 active_layer = 2;
466 break;
467 case 3:
468 active_layer = 3;
469 break;
470 default:
471 active_layer = 0;
472 break;
473 }
474 return state;
475 }
476
477 //Determine the current tap dance state
478 int cur_dance (qk_tap_dance_state_t *state) {
479 if (state->count == 1) {
480 if (!state->pressed) {return SINGLE_TAP;}
481 else return SINGLE_HOLD;
482 } else if (state->count == 2) {return DOUBLE_TAP;}
483 else return 8;
484 }
485
486 //Initialize tap structure associated with example tap dance key
487 static tap ql_tap_state = {
488 .is_press_action = true,
489 .state = 0
490 };
491
492 //Functions that control what our tap dance key does
493 void ql_finished (qk_tap_dance_state_t *state, void *user_data) {
494 ql_tap_state.state = cur_dance(state);
495 switch (ql_tap_state.state) {
496 case SINGLE_TAP: tap_code(KC_QUOT); break;
497 case SINGLE_HOLD: layer_on(_MY_LAYER); break;
498 case DOUBLE_TAP:
499 if (active_layer==_MY_LAYER) {layer_off(_MY_LAYER);}
500 else layer_on(_MY_LAYER);
501 }
502 }
503
504 void ql_reset (qk_tap_dance_state_t *state, void *user_data) {
505 if (ql_tap_state.state==SINGLE_HOLD) {layer_off(_MY_LAYER);}
506 ql_tap_state.state = 0;
507 }
508
509 //Associate our tap dance key with its functionality
510 qk_tap_dance_action_t tap_dance_actions[] = {
511 [QUOT_LAYR] = ACTION_TAP_DANCE_FN_ADVANCED_TIME(NULL, ql_finished, ql_reset, 275)
512 };
513 ```
514
515 The is where the real logic of our tap dance key gets worked out. Since `layer_state_set_user()` is called on any layer switch, we use it to update `active_layer`. Our example is assuming that your `keymap.c` includes 4 layers, so adjust the switch statement here to fit your actual number of layers.
516
517 The use of `cur_dance()` and `ql_tap_state` mirrors the above examples.
518
519 The `case:SINGLE_TAP` in `ql_finished` is similar to the above examples. The `case:SINGLE_HOLD` 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 `case:DOUBLE_TAP` 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)`.
520
521 `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.
522
523 Finally, to get this tap dance key working, be sure to include `TD(QUOT_LAYR)` in your `keymaps[]`.