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#include QMK_KEYBOARD_H

enum tapdance_keycodes {
    TD_KEY_1,
    TD_KEY_2,
};

void dance_key_one (qk_tap_dance_state_t *state, void *user_data) {
    if (state->count == 1) {
        send_unicode_string(\\_(ツ)_/¯");
        tap_code(KC_ENTER);
        reset_tap_dance (state);
    } else if (state->count == 2) {
        cycle_unicode_input_mode(+1);
        reset_tap_dance (state);
    }
}

void dance_key_two (qk_tap_dance_state_t *state, void *user_data) {
    if (state->count == 1) {
        send_unicode_string("ಠ_ಠ");
        tap_code(KC_ENTER);
        reset_tap_dance (state);
    } else if (state->count == 2) {
        send_unicode_string("(ノಠ痊ಠ)ノ彡┻━┻");
        tap_code(KC_ENTER);
        reset_tap_dance (state);
    } else if (state->count == 3) {
        send_unicode_string("╭∩╮(-_-)╭∩╮");
        tap_code(KC_ENTER);
        reset_tap_dance (state);
    } else if (state->count == 4) {
        send_unicode_string("(づ ̄ ³ ̄)づ");
        tap_code(KC_ENTER);
        reset_tap_dance (state);
    } else if (state->count == 5) {
        send_unicode_string("(︺︹︺)");
        tap_code(KC_ENTER);
        reset_tap_dance (state);
    }
}

qk_tap_dance_action_t tap_dance_actions[] = {
    [TD_KEY_1] = ACTION_TAP_DANCE_FN(dance_key_one),
    [TD_KEY_2] = ACTION_TAP_DANCE_FN(dance_key_two),
};

const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
    [0] = LAYOUT(
        TD(TD_KEY_1),
        TD(TD_KEY_2)
    ),
};