tap-dance: Do not start a sequence on keyup
There was an odd case, which confused the hell out of tap-dance: suppose you had a number of tap-dance keys, on a layer, and as part of the tap-dance, you turned that layer off - or had it on one-shot to begin with. In this case, the keydown event would trigger the tap-dance key, but the keyup would not. This had two funky consequences: - tap-dance did not correctly register that the dance has ended. - pressing any other tap-dance key would interrupt the previous tap-dance, and potentially input unwanted characters. To fix this, we simply do not start a tap-dance sequence on keyup, only when it is pressed. This way the previous sequence has enough time to time-out and finish properly, and we don't get confused. This fixes algernon/ergodox-layout#107. Signed-off-by: Gergely Nagy <algernon@madhouse-project.org>
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1 changed files with 3 additions and 2 deletions
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@ -65,9 +65,9 @@ bool process_tap_dance(uint16_t keycode, keyrecord_t *record) {
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highest_td = idx;
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highest_td = idx;
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action = &tap_dance_actions[idx];
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action = &tap_dance_actions[idx];
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action->state.keycode = keycode;
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action->state.pressed = record->event.pressed;
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action->state.pressed = record->event.pressed;
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if (record->event.pressed) {
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if (record->event.pressed) {
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action->state.keycode = keycode;
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action->state.count++;
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action->state.count++;
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action->state.timer = timer_read();
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action->state.timer = timer_read();
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@ -77,8 +77,9 @@ bool process_tap_dance(uint16_t keycode, keyrecord_t *record) {
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process_tap_dance_action_on_dance_finished (paction);
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process_tap_dance_action_on_dance_finished (paction);
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reset_tap_dance (&paction->state);
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reset_tap_dance (&paction->state);
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}
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}
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}
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last_td = keycode;
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last_td = keycode;
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}
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break;
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break;
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