Reduce tap dance memory usage, move state out of data (#25415)
* Use less tap dance memory. Use dynamically allocated sparse array for tap dance state, dynamically allocate tap dance state when needed and free it when the tap dance is done. * new approach * Use null, check for null * Reformat with docker * Use uint8 with idx rather than uint16 with keycode in state * fix accidental change * reformat * Add null check * add documentation tip suggested by tzarc * Only allow tap dance state allocation on key down, not on key up Co-authored-by: Sergey Vlasov <sigprof@gmail.com> * Only allow tap dance allocation on key down, not on key up Co-authored-by: Sergey Vlasov <sigprof@gmail.com> * add user action required section --------- Co-authored-by: Sergey Vlasov <sigprof@gmail.com>
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47
docs/ChangeLog/20250831/pr25415.md
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47
docs/ChangeLog/20250831/pr25415.md
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@ -0,0 +1,47 @@
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# Tap dance state removed from `tap_dance_action_t`
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The tap dance state has been separated from the action structure. Custom tap dance functions now receive the state as a separate parameter instead of accessing it through `action->state`.
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## User Action Required
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If your keymap uses custom tap dance functions that access the tap dance state, you need to update your code.
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- You can't use `action->state`. Instead you need to call `tap_dance_state_t *tap_dance_get_state(uint8_t tap_dance_idx)` to get the state.
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- You now get a pointer to the state, so use `->` notation rather than `.` notation to get fields from it.
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### Before:
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```c
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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tap_dance_action_t *action;
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switch (keycode) {
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case TD(CT_CLN):
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action = tap_dance_get(QK_TAP_DANCE_GET_INDEX(keycode));
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if (!record->event.pressed && action->state.count && !action->state.finished) {
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tap_dance_tap_hold_t *tap_hold = (tap_dance_tap_hold_t *)action->user_data;
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tap_code16(tap_hold->tap);
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}
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}
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return true;
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}
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```
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### After:
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```c
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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tap_dance_action_t *action;
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tap_dance_state_t* state;
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switch (keycode) {
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case TD(CT_CLN):
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action = tap_dance_get(QK_TAP_DANCE_GET_INDEX(keycode));
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state = tap_dance_get_state(QK_TAP_DANCE_GET_INDEX(keycode));
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if (!record->event.pressed && state != NULL && state->count && !state->finished) {
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tap_dance_tap_hold_t *tap_hold = (tap_dance_tap_hold_t *)action->user_data;
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tap_code16(tap_hold->tap);
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}
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}
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return true;
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}
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```
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@ -40,6 +40,10 @@ Similar to the first option, the second and third option are good for simple lay
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For more complicated cases, like blink the LEDs, fiddle with the backlighting, and so on, use the fourth or fifth option. Examples of each are listed below.
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::: tip
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If too many tap dances are active at the same time, later ones won't have any effect. You need to increase `TAP_DANCE_MAX_SIMULTANEOUS` by adding `#define TAP_DANCE_MAX_SIMULTANEOUS 5` (or higher) to your keymap's `config.h` file if you expect that users may hold down many tap dance keys simultaneously. By default, only 3 tap dance keys can be used together at the same time.
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:::
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## Implementation Details {#implementation}
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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!
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@ -209,11 +213,13 @@ tap_dance_action_t tap_dance_actions[] = {
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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tap_dance_action_t *action;
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tap_dance_state_t* state;
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switch (keycode) {
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case TD(CT_CLN): // list all tap dance keycodes with tap-hold configurations
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action = &tap_dance_actions[QK_TAP_DANCE_GET_INDEX(keycode)];
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if (!record->event.pressed && action->state.count && !action->state.finished) {
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case TD(CT_CLN):
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action = tap_dance_get(QK_TAP_DANCE_GET_INDEX(keycode));
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state = tap_dance_get_state(QK_TAP_DANCE_GET_INDEX(keycode));
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if (!record->event.pressed && state != NULL && state->count && !state->finished) {
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tap_dance_tap_hold_t *tap_hold = (tap_dance_tap_hold_t *)action->user_data;
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tap_code16(tap_hold->tap);
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}
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@ -24,8 +24,46 @@
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#include "keymap_introspection.h"
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static uint16_t active_td;
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#ifndef TAP_DANCE_MAX_SIMULTANEOUS
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# define TAP_DANCE_MAX_SIMULTANEOUS 3
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#endif
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static tap_dance_state_t tap_dance_states[TAP_DANCE_MAX_SIMULTANEOUS];
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static uint16_t last_tap_time;
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static tap_dance_state_t *tap_dance_get_or_allocate_state(uint8_t tap_dance_idx, bool allocate) {
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uint8_t i;
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if (tap_dance_idx >= tap_dance_count()) {
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return NULL;
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}
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// Search for a state already used for this keycode
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for (i = 0; i < TAP_DANCE_MAX_SIMULTANEOUS; i++) {
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if (tap_dance_states[i].in_use && tap_dance_states[i].index == tap_dance_idx) {
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return &tap_dance_states[i];
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}
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}
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// No existing state found; bail out if new state allocation is not allowed
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if (!allocate) {
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return NULL;
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}
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// Search for the first available state
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for (i = 0; i < TAP_DANCE_MAX_SIMULTANEOUS; i++) {
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if (!tap_dance_states[i].in_use) {
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tap_dance_states[i].index = tap_dance_idx;
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tap_dance_states[i].in_use = true;
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return &tap_dance_states[i];
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}
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}
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// No states are available, tap dance won't happen
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return NULL;
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}
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tap_dance_state_t *tap_dance_get_state(uint8_t tap_dance_idx) {
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return tap_dance_get_or_allocate_state(tap_dance_idx, false);
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}
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void tap_dance_pair_on_each_tap(tap_dance_state_t *state, void *user_data) {
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tap_dance_pair_t *pair = (tap_dance_pair_t *)user_data;
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@ -86,58 +124,64 @@ static inline void _process_tap_dance_action_fn(tap_dance_state_t *state, void *
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}
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}
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static inline void process_tap_dance_action_on_each_tap(tap_dance_action_t *action) {
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action->state.count++;
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action->state.weak_mods = get_mods();
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action->state.weak_mods |= get_weak_mods();
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static inline void process_tap_dance_action_on_each_tap(tap_dance_action_t *action, tap_dance_state_t *state) {
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state->count++;
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state->weak_mods = get_mods();
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state->weak_mods |= get_weak_mods();
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#ifndef NO_ACTION_ONESHOT
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action->state.oneshot_mods = get_oneshot_mods();
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state->oneshot_mods = get_oneshot_mods();
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#endif
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_process_tap_dance_action_fn(&action->state, action->user_data, action->fn.on_each_tap);
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_process_tap_dance_action_fn(state, action->user_data, action->fn.on_each_tap);
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}
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static inline void process_tap_dance_action_on_each_release(tap_dance_action_t *action) {
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_process_tap_dance_action_fn(&action->state, action->user_data, action->fn.on_each_release);
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static inline void process_tap_dance_action_on_each_release(tap_dance_action_t *action, tap_dance_state_t *state) {
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_process_tap_dance_action_fn(state, action->user_data, action->fn.on_each_release);
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}
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static inline void process_tap_dance_action_on_reset(tap_dance_action_t *action) {
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_process_tap_dance_action_fn(&action->state, action->user_data, action->fn.on_reset);
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del_weak_mods(action->state.weak_mods);
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static inline void process_tap_dance_action_on_reset(tap_dance_action_t *action, tap_dance_state_t *state) {
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_process_tap_dance_action_fn(state, action->user_data, action->fn.on_reset);
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del_weak_mods(state->weak_mods);
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#ifndef NO_ACTION_ONESHOT
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del_mods(action->state.oneshot_mods);
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del_mods(state->oneshot_mods);
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#endif
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send_keyboard_report();
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action->state = (const tap_dance_state_t){0};
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// Clear the tap dance state and mark it as unused
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memset(state, 0, sizeof(tap_dance_state_t));
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}
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static inline void process_tap_dance_action_on_dance_finished(tap_dance_action_t *action) {
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if (!action->state.finished) {
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action->state.finished = true;
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add_weak_mods(action->state.weak_mods);
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static inline void process_tap_dance_action_on_dance_finished(tap_dance_action_t *action, tap_dance_state_t *state) {
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if (!state->finished) {
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state->finished = true;
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add_weak_mods(state->weak_mods);
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#ifndef NO_ACTION_ONESHOT
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add_mods(action->state.oneshot_mods);
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add_mods(state->oneshot_mods);
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#endif
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send_keyboard_report();
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_process_tap_dance_action_fn(&action->state, action->user_data, action->fn.on_dance_finished);
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_process_tap_dance_action_fn(state, action->user_data, action->fn.on_dance_finished);
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}
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active_td = 0;
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if (!action->state.pressed) {
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if (!state->pressed) {
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// There will not be a key release event, so reset now.
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process_tap_dance_action_on_reset(action);
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process_tap_dance_action_on_reset(action, state);
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}
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}
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bool preprocess_tap_dance(uint16_t keycode, keyrecord_t *record) {
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tap_dance_action_t *action;
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tap_dance_state_t * state;
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if (!record->event.pressed) return false;
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if (!active_td || keycode == active_td) return false;
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action = tap_dance_get(QK_TAP_DANCE_GET_INDEX(active_td));
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action->state.interrupted = true;
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action->state.interrupting_keycode = keycode;
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process_tap_dance_action_on_dance_finished(action);
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action = tap_dance_get(QK_TAP_DANCE_GET_INDEX(active_td));
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state = tap_dance_get_state(QK_TAP_DANCE_GET_INDEX(active_td));
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if (state == NULL) {
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return false;
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}
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state->interrupted = true;
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state->interrupting_keycode = keycode;
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process_tap_dance_action_on_dance_finished(action, state);
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// Tap dance actions can leave some weak mods active (e.g., if the tap dance is mapped to a keycode with
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// modifiers), but these weak mods should not affect the keypress which interrupted the tap dance.
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@ -151,8 +195,9 @@ bool preprocess_tap_dance(uint16_t keycode, keyrecord_t *record) {
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}
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bool process_tap_dance(uint16_t keycode, keyrecord_t *record) {
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int td_index;
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uint8_t td_index;
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tap_dance_action_t *action;
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tap_dance_state_t * state;
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switch (keycode) {
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case QK_TAP_DANCE ... QK_TAP_DANCE_MAX:
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@ -161,16 +206,19 @@ bool process_tap_dance(uint16_t keycode, keyrecord_t *record) {
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return false;
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}
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action = tap_dance_get(td_index);
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action->state.pressed = record->event.pressed;
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state = tap_dance_get_or_allocate_state(td_index, record->event.pressed);
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if (state == NULL) {
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return false;
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}
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state->pressed = record->event.pressed;
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if (record->event.pressed) {
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last_tap_time = timer_read();
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process_tap_dance_action_on_each_tap(action);
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active_td = action->state.finished ? 0 : keycode;
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process_tap_dance_action_on_each_tap(action, state);
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active_td = state->finished ? 0 : keycode;
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} else {
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process_tap_dance_action_on_each_release(action);
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if (action->state.finished) {
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process_tap_dance_action_on_reset(action);
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process_tap_dance_action_on_each_release(action, state);
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if (state->finished) {
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process_tap_dance_action_on_reset(action, state);
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if (active_td == keycode) {
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active_td = 0;
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}
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@ -185,16 +233,18 @@ bool process_tap_dance(uint16_t keycode, keyrecord_t *record) {
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void tap_dance_task(void) {
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tap_dance_action_t *action;
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tap_dance_state_t * state;
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if (!active_td || timer_elapsed(last_tap_time) <= GET_TAPPING_TERM(active_td, &(keyrecord_t){})) return;
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action = tap_dance_get(QK_TAP_DANCE_GET_INDEX(active_td));
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if (!action->state.interrupted) {
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process_tap_dance_action_on_dance_finished(action);
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state = tap_dance_get_state(QK_TAP_DANCE_GET_INDEX(active_td));
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if (state != NULL && !state->interrupted) {
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process_tap_dance_action_on_dance_finished(action, state);
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}
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}
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void reset_tap_dance(tap_dance_state_t *state) {
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active_td = 0;
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process_tap_dance_action_on_reset((tap_dance_action_t *)state);
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process_tap_dance_action_on_reset(tap_dance_get(state->index), state);
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}
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@ -28,15 +28,16 @@ typedef struct {
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#ifndef NO_ACTION_ONESHOT
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uint8_t oneshot_mods;
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#endif
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bool pressed : 1;
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bool finished : 1;
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bool interrupted : 1;
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bool pressed : 1;
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bool finished : 1;
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bool interrupted : 1;
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bool in_use : 1;
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uint8_t index;
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} tap_dance_state_t;
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typedef void (*tap_dance_user_fn_t)(tap_dance_state_t *state, void *user_data);
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typedef struct tap_dance_action_t {
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tap_dance_state_t state;
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struct {
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tap_dance_user_fn_t on_each_tap;
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tap_dance_user_fn_t on_dance_finished;
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@ -80,6 +81,8 @@ typedef struct {
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void reset_tap_dance(tap_dance_state_t *state);
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tap_dance_state_t *tap_dance_get_state(uint8_t tap_dance_idx);
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/* To be used internally */
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bool preprocess_tap_dance(uint16_t keycode, keyrecord_t *record);
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@ -81,11 +81,13 @@ typedef struct {
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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tap_dance_action_t *action;
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tap_dance_state_t* state;
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switch (keycode) {
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case TD(CT_CLN):
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action = tap_dance_get(QK_TAP_DANCE_GET_INDEX(keycode));
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if (!record->event.pressed && action->state.count && !action->state.finished) {
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state = tap_dance_get_state(QK_TAP_DANCE_GET_INDEX(keycode));
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if (!record->event.pressed && state != NULL && state->count && !state->finished) {
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tap_dance_tap_hold_t *tap_hold = (tap_dance_tap_hold_t *)action->user_data;
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tap_code16(tap_hold->tap);
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}
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