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[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_LAYER_MOVE(kc, layer)`: Sends the `kc` keycode when tapped once, or moves to `layer`. (this functions like the `TO` layer keycode).
34 * This is the same as `ACTION_TAP_DANCE_DUAL_ROLE`, but renamed to something that is clearer about its functionality. Both names will work.
35 * `ACTION_TAP_DANCE_LAYER_TOGGLE(kc, layer)`: Sends the `kc` keycode when tapped once, or toggles the state of `layer`. (this functions like the `TG` layer keycode).
36 * `ACTION_TAP_DANCE_FN(fn)`: Calls the specified function - defined in the user keymap - with the final tap count of the tap dance action.
37 * `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.
38 * `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`.
39
40 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.
41
42 !> Keep in mind that only [basic keycodes](keycodes_basic.md) are supported here. Custom keycodes are not supported.
43
44 Similar to the first option, the second option is good for simple layer-switching cases.
45
46 For more complicated cases, use the third or fourth options (examples of each are listed below).
47
48 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.
49
50 ## Implementation Details
51 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!
52
53 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.
54
55 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.
56
57 Our next stop is `matrix_scan_tap_dance()`. This handles the timeout of tap-dance keys.
58
59 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.
60
61 # Examples
62
63 ## Simple Example
64
65 Here's a simple example for a single definition:
66
67 1. In your `rules.mk`, add `TAP_DANCE_ENABLE = yes`
68 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`
69 3. In your `keymap.c` file, define the variables and definitions, then add to your keymap:
70
71 ```c
72 //Tap Dance Declarations
73 enum {
74 TD_ESC_CAPS = 0
75 };
76
77 //Tap Dance Definitions
78 qk_tap_dance_action_t tap_dance_actions[] = {
79 //Tap once for Esc, twice for Caps Lock
80 [TD_ESC_CAPS] = ACTION_TAP_DANCE_DOUBLE(KC_ESC, KC_CAPS)
81 // Other declarations would go here, separated by commas, if you have them
82 };
83
84 //In Layer declaration, add tap dance item in place of a key code
85 TD(TD_ESC_CAPS)
86 ```
87
88 ## Complex Examples
89
90 This section details several complex tap dance examples.
91 All the enums used in the examples are declared like this:
92
93 ```c
94 // Enums defined for all examples:
95 enum {
96 CT_SE = 0,
97 CT_CLN,
98 CT_EGG,
99 CT_FLSH,
100 X_TAP_DANCE
101 };
102 ```
103 ### Example 1: Send `:` on Single Tap, `;` on Double Tap
104 ```c
105 void dance_cln_finished (qk_tap_dance_state_t *state, void *user_data) {
106 if (state->count == 1) {
107 register_code (KC_RSFT);
108 register_code (KC_SCLN);
109 } else {
110 register_code (KC_SCLN);
111 }
112 }
113
114 void dance_cln_reset (qk_tap_dance_state_t *state, void *user_data) {
115 if (state->count == 1) {
116 unregister_code (KC_RSFT);
117 unregister_code (KC_SCLN);
118 } else {
119 unregister_code (KC_SCLN);
120 }
121 }
122
123 //All tap dance functions would go here. Only showing this one.
124 qk_tap_dance_action_t tap_dance_actions[] = {
125 [CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
126 };
127 ```
128 ### Example 2: Send "Safety Dance!" After 100 Taps
129 ```c
130 void dance_egg (qk_tap_dance_state_t *state, void *user_data) {
131 if (state->count >= 100) {
132 SEND_STRING ("Safety dance!");
133 reset_tap_dance (state);
134 }
135 }
136
137 qk_tap_dance_action_t tap_dance_actions[] = {
138 [CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
139 };
140 ```
141
142 ### Example 3: Turn LED Lights On Then Off, One at a Time
143
144 ```c
145 // on each tap, light up one led, from right to left
146 // on the forth tap, turn them off from right to left
147 void dance_flsh_each(qk_tap_dance_state_t *state, void *user_data) {
148 switch (state->count) {
149 case 1:
150 ergodox_right_led_3_on();
151 break;
152 case 2:
153 ergodox_right_led_2_on();
154 break;
155 case 3:
156 ergodox_right_led_1_on();
157 break;
158 case 4:
159 ergodox_right_led_3_off();
160 _delay_ms(50);
161 ergodox_right_led_2_off();
162 _delay_ms(50);
163 ergodox_right_led_1_off();
164 }
165 }
166
167 // on the fourth tap, set the keyboard on flash state
168 void dance_flsh_finished(qk_tap_dance_state_t *state, void *user_data) {
169 if (state->count >= 4) {
170 reset_keyboard();
171 reset_tap_dance(state);
172 }
173 }
174
175 // if the flash state didn't happen, then turn off LEDs, left to right
176 void dance_flsh_reset(qk_tap_dance_state_t *state, void *user_data) {
177 ergodox_right_led_1_off();
178 _delay_ms(50);
179 ergodox_right_led_2_off();
180 _delay_ms(50);
181 ergodox_right_led_3_off();
182 }
183
184 //All tap dances now put together. Example 3 is "CT_FLASH"
185 qk_tap_dance_action_t tap_dance_actions[] = {
186 [CT_SE] = ACTION_TAP_DANCE_DOUBLE (KC_SPC, KC_ENT)
187 ,[CT_CLN] = ACTION_TAP_DANCE_FN_ADVANCED (NULL, dance_cln_finished, dance_cln_reset)
188 ,[CT_EGG] = ACTION_TAP_DANCE_FN (dance_egg)
189 ,[CT_FLSH] = ACTION_TAP_DANCE_FN_ADVANCED (dance_flsh_each, dance_flsh_finished, dance_flsh_reset)
190 };
191 ```
192
193 ### Example 4: 'Quad Function Tap-Dance'
194
195 By [DanielGGordon](https://github.com/danielggordon)
196
197 Allow one key to have 4 (or more) functions, depending on number of presses, and if the key is held or tapped.
198 Below is a specific example:
199 * Tap = Send `x`
200 * Hold = Send `Control`
201 * Double Tap = Send `Escape`
202 * Double Tap and Hold = Send `Alt`
203
204 ## Setup
205
206 You will need a few things that can be used for 'Quad Function Tap-Dance'.
207
208 You'll need to add these to the top of your `keymap.c` file, before your keymap.
209
210 ```c
211 typedef struct {
212 bool is_press_action;
213 int state;
214 } tap;
215
216 enum {
217 SINGLE_TAP = 1,
218 SINGLE_HOLD = 2,
219 DOUBLE_TAP = 3,
220 DOUBLE_HOLD = 4,
221 DOUBLE_SINGLE_TAP = 5, //send two single taps
222 TRIPLE_TAP = 6,
223 TRIPLE_HOLD = 7
224 };
225
226 //Tap dance enums
227 enum {
228 X_CTL = 0,
229 SOME_OTHER_DANCE
230 };
231
232 int cur_dance (qk_tap_dance_state_t *state);
233
234 //for the x tap dance. Put it here so it can be used in any keymap
235 void x_finished (qk_tap_dance_state_t *state, void *user_data);
236 void x_reset (qk_tap_dance_state_t *state, void *user_data);
237
238 ```
239
240 Now, at the bottom of your `keymap.c` file, you'll need to add the following:
241
242 ```c
243 /* Return an integer that corresponds to what kind of tap dance should be executed.
244 *
245 * How to figure out tap dance state: interrupted and pressed.
246 *
247 * Interrupted: If the state of a dance dance is "interrupted", that means that another key has been hit
248 * under the tapping term. This is typically indicitive that you are trying to "tap" the key.
249 *
250 * Pressed: Whether or not the key is still being pressed. If this value is true, that means the tapping term
251 * has ended, but the key is still being pressed down. This generally means the key is being "held".
252 *
253 * One thing that is currenlty not possible with qmk software in regards to tap dance is to mimic the "permissive hold"
254 * feature. In general, advanced tap dances do not work well if they are used with commonly typed letters.
255 * For example "A". Tap dances are best used on non-letter keys that are not hit while typing letters.
256 *
257 * Good places to put an advanced tap dance:
258 * z,q,x,j,k,v,b, any function key, home/end, comma, semi-colon
259 *
260 * Criteria for "good placement" of a tap dance key:
261 * Not a key that is hit frequently in a sentence
262 * Not a key that is used frequently to double tap, for example 'tab' is often double tapped in a terminal, or
263 * in a web form. So 'tab' would be a poor choice for a tap dance.
264 * Letters used in common words as a double. For example 'p' in 'pepper'. If a tap dance function existed on the
265 * letter 'p', the word 'pepper' would be quite frustating to type.
266 *
267 * For the third point, there does exist the 'DOUBLE_SINGLE_TAP', however this is not fully tested
268 *
269 */
270 int cur_dance (qk_tap_dance_state_t *state) {
271 if (state->count == 1) {
272 if (state->interrupted || !state->pressed) return SINGLE_TAP;
273 //key has not been interrupted, but they key is still held. Means you want to send a 'HOLD'.
274 else return SINGLE_HOLD;
275 }
276 else if (state->count == 2) {
277 /*
278 * DOUBLE_SINGLE_TAP is to distinguish between typing "pepper", and actually wanting a double tap
279 * action when hitting 'pp'. Suggested use case for this return value is when you want to send two
280 * keystrokes of the key, and not the 'double tap' action/macro.
281 */
282 if (state->interrupted) return DOUBLE_SINGLE_TAP;
283 else if (state->pressed) return DOUBLE_HOLD;
284 else return DOUBLE_TAP;
285 }
286 //Assumes no one is trying to type the same letter three times (at least not quickly).
287 //If your tap dance key is 'KC_W', and you want to type "www." quickly - then you will need to add
288 //an exception here to return a 'TRIPLE_SINGLE_TAP', and define that enum just like 'DOUBLE_SINGLE_TAP'
289 if (state->count == 3) {
290 if (state->interrupted || !state->pressed) return TRIPLE_TAP;
291 else return TRIPLE_HOLD;
292 }
293 else return 8; //magic number. At some point this method will expand to work for more presses
294 }
295
296 //instanalize an instance of 'tap' for the 'x' tap dance.
297 static tap xtap_state = {
298 .is_press_action = true,
299 .state = 0
300 };
301
302 void x_finished (qk_tap_dance_state_t *state, void *user_data) {
303 xtap_state.state = cur_dance(state);
304 switch (xtap_state.state) {
305 case SINGLE_TAP: register_code(KC_X); break;
306 case SINGLE_HOLD: register_code(KC_LCTRL); break;
307 case DOUBLE_TAP: register_code(KC_ESC); break;
308 case DOUBLE_HOLD: register_code(KC_LALT); break;
309 case DOUBLE_SINGLE_TAP: register_code(KC_X); unregister_code(KC_X); register_code(KC_X);
310 //Last case is for fast typing. Assuming your key is `f`:
311 //For example, when typing the word `buffer`, and you want to make sure that you send `ff` and not `Esc`.
312 //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.
313 }
314 }
315
316 void x_reset (qk_tap_dance_state_t *state, void *user_data) {
317 switch (xtap_state.state) {
318 case SINGLE_TAP: unregister_code(KC_X); break;
319 case SINGLE_HOLD: unregister_code(KC_LCTRL); break;
320 case DOUBLE_TAP: unregister_code(KC_ESC); break;
321 case DOUBLE_HOLD: unregister_code(KC_LALT);
322 case DOUBLE_SINGLE_TAP: unregister_code(KC_X);
323 }
324 xtap_state.state = 0;
325 }
326
327 qk_tap_dance_action_t tap_dance_actions[] = {
328 [X_CTL] = ACTION_TAP_DANCE_FN_ADVANCED(NULL,x_finished, x_reset)
329 };
330 ```
331
332 And then simply use `TD(X_CTL)` anywhere in your keymap.
333
334 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.
335
336 > In this configuration "hold" takes place **after** tap dance timeout (see `ACTION_TAP_DANCE_FN_ADVANCED_TIME`). To achieve instant hold, remove `state->interrupted` checks in conditions. As a result you may use comfortable longer tapping periods to have more time for taps and not to wait too long for holds (try starting with doubled `TAPPING_TERM`).
337
338 ### Example 5: Using tap dance for advanced mod-tap and layer-tap keys :id=example-5-using-tap-dance-for-advanced-mod-tap-and-layer-tap-keys
339
340 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`.
341
342 Below your layers and custom keycodes, add the following:
343
344 ```c
345 // tapdance keycodes
346 enum td_keycodes {
347 ALT_LP // Our example key: `LALT` when held, `(` when tapped. Add additional keycodes for each tapdance.
348 };
349
350 // define a type containing as many tapdance states as you need
351 typedef enum {
352 SINGLE_TAP,
353 SINGLE_HOLD,
354 DOUBLE_SINGLE_TAP
355 } td_state_t;
356
357 // create a global instance of the tapdance state type
358 static td_state_t td_state;
359
360 // declare your tapdance functions:
361
362 // function to determine the current tapdance state
363 int cur_dance (qk_tap_dance_state_t *state);
364
365 // `finished` and `reset` functions for each tapdance keycode
366 void altlp_finished (qk_tap_dance_state_t *state, void *user_data);
367 void altlp_reset (qk_tap_dance_state_t *state, void *user_data);
368 ```
369
370 Below your `LAYOUT`, define each of the tapdance functions:
371
372 ```c
373 // determine the tapdance state to return
374 int cur_dance (qk_tap_dance_state_t *state) {
375 if (state->count == 1) {
376 if (state->interrupted || !state->pressed) { return SINGLE_TAP; }
377 else { return SINGLE_HOLD; }
378 }
379 if (state->count == 2) { return DOUBLE_SINGLE_TAP; }
380 else { return 3; } // any number higher than the maximum state value you return above
381 }
382
383 // handle the possible states for each tapdance keycode you define:
384
385 void altlp_finished (qk_tap_dance_state_t *state, void *user_data) {
386 td_state = cur_dance(state);
387 switch (td_state) {
388 case SINGLE_TAP:
389 register_code16(KC_LPRN);
390 break;
391 case SINGLE_HOLD:
392 register_mods(MOD_BIT(KC_LALT)); // for a layer-tap key, use `layer_on(_MY_LAYER)` here
393 break;
394 case DOUBLE_SINGLE_TAP: // allow nesting of 2 parens `((` within tapping term
395 tap_code16(KC_LPRN);
396 register_code16(KC_LPRN);
397 }
398 }
399
400 void altlp_reset (qk_tap_dance_state_t *state, void *user_data) {
401 switch (td_state) {
402 case SINGLE_TAP:
403 unregister_code16(KC_LPRN);
404 break;
405 case SINGLE_HOLD:
406 unregister_mods(MOD_BIT(KC_LALT)); // for a layer-tap key, use `layer_off(_MY_LAYER)` here
407 break;
408 case DOUBLE_SINGLE_TAP:
409 unregister_code16(KC_LPRN);
410 }
411 }
412
413 // define `ACTION_TAP_DANCE_FN_ADVANCED()` for each tapdance keycode, passing in `finished` and `reset` functions
414 qk_tap_dance_action_t tap_dance_actions[] = {
415 [ALT_LP] = ACTION_TAP_DANCE_FN_ADVANCED(NULL, altlp_finished, altlp_reset)
416 };
417 ```
418
419 Wrap each tapdance keycode in `TD()` when including it in your keymap, e.g. `TD(ALT_LP)`.
420
421 ### Example 6: Using tap dance for momentary-layer-switch and layer-toggle keys
422
423 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.
424
425 The first step is to include the following code towards the beginning of your `keymap.c`:
426
427 ```c
428 typedef struct {
429 bool is_press_action;
430 int state;
431 } tap;
432
433 //Define a type for as many tap dance states as you need
434 enum {
435 SINGLE_TAP = 1,
436 SINGLE_HOLD = 2,
437 DOUBLE_TAP = 3
438 };
439
440 enum {
441 QUOT_LAYR = 0 //Our custom tap dance key; add any other tap dance keys to this enum
442 };
443
444 //Declare the functions to be used with your tap dance key(s)
445
446 //Function associated with all tap dances
447 int cur_dance (qk_tap_dance_state_t *state);
448
449 //Functions associated with individual tap dances
450 void ql_finished (qk_tap_dance_state_t *state, void *user_data);
451 void ql_reset (qk_tap_dance_state_t *state, void *user_data);
452 ```
453
454 Towards the bottom of your `keymap.c`, include the following code:
455
456 ```c
457 //Determine the current tap dance state
458 int cur_dance (qk_tap_dance_state_t *state) {
459 if (state->count == 1) {
460 if (!state->pressed) {
461 return SINGLE_TAP;
462 } else {
463 return SINGLE_HOLD;
464 }
465 } else if (state->count == 2) {
466 return DOUBLE_TAP;
467 }
468 else return 8;
469 }
470
471 //Initialize tap structure associated with example tap dance key
472 static tap ql_tap_state = {
473 .is_press_action = true,
474 .state = 0
475 };
476
477 //Functions that control what our tap dance key does
478 void ql_finished (qk_tap_dance_state_t *state, void *user_data) {
479 ql_tap_state.state = cur_dance(state);
480 switch (ql_tap_state.state) {
481 case SINGLE_TAP:
482 tap_code(KC_QUOT);
483 break;
484 case SINGLE_HOLD:
485 layer_on(_MY_LAYER);
486 break;
487 case DOUBLE_TAP:
488 //check to see if the layer is already set
489 if (layer_state_is(_MY_LAYER)) {
490 //if already set, then switch it off
491 layer_off(_MY_LAYER);
492 } else {
493 //if not already set, then switch the layer on
494 layer_on(_MY_LAYER);
495 }
496 break;
497 }
498 }
499
500 void ql_reset (qk_tap_dance_state_t *state, void *user_data) {
501 //if the key was held down and now is released then switch off the layer
502 if (ql_tap_state.state==SINGLE_HOLD) {
503 layer_off(_MY_LAYER);
504 }
505 ql_tap_state.state = 0;
506 }
507
508 //Associate our tap dance key with its functionality
509 qk_tap_dance_action_t tap_dance_actions[] = {
510 [QUOT_LAYR] = ACTION_TAP_DANCE_FN_ADVANCED_TIME(NULL, ql_finished, ql_reset, 275)
511 };
512 ```
513
514 The above code is similar to that used in previous examples. The one point to note is that we need to be able to check which layers are active at any time so we can toggle them if needed. To do this we use the `layer_state_is( layer )` function which returns `true` if the given `layer` is active.
515
516 The use of `cur_dance()` and `ql_tap_state` mirrors the above examples.
517
518 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)`.
519
520 `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.
521
522 Finally, to get this tap dance key working, be sure to include `TD(QUOT_LAYR)` in your `keymaps[]`.