104 lines
3.9 KiB
Markdown
104 lines
3.9 KiB
Markdown
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# Combos
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The Combo feature is a chording type solution for adding custom actions. It lets you hit multiple keys at once and produce a different effect. For instance, hitting `A` and `S` within the tapping term would hit `ESC` instead, or have it perform even more complex tasks.
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To enable this feature, you need to add `COMBO_ENABLE = yes` to your `rules.mk`.
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Additionally, in your `config.h`, you'll need to specify the number of combos that you'll be using, by adding `#define COMBO_COUNT 1` (replacing 1 with the number that you're using).
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<!-- At this time, this is necessary -->
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Also, by default, the tapping term for the Combos is set to the same value as `TAPPING_TERM` (200 by default on most boards). But you can specify a different value by defining it in your `config.h`. For instance: `#define COMBO_TERM 300` would set the time out period for combos to 300ms.
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Then, your `keymap.c` file, you'll need to define a sequence of keys, terminated with `COMBO_END`, and a structure to list the combination of keys, and it's resulting action.
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```c
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const uint16_t PROGMEM test_combo[] = {KC_A, KC_B, COMBO_END};
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combo_t key_combos[COMBO_COUNT] = {COMBO(test_combo, KC_ESC)};
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```
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This will send "Escape" if you hit the A and B keys.
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!> This method only supports [basic keycodes](keycodes_basic.md). See the examples for more control.
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## Examples
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If you want to add a list, then you'd use something like this:
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```c
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enum combos {
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AB_ESC,
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JK_TAB
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};
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const uint16_t PROGMEM ab_combo[] = {KC_A, KC_B, COMBO_END};
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const uint16_t PROGMEM jk_combo[] = {KC_J, KC_K, COMBO_END};
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combo_t key_combos[COMBO_COUNT] = {
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[AB_ESC] = COMBO(ab_combo, KC_ESC),
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[JK_TAB] = COMBO(jk_combo, KC_TAB)
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};
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```
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For a more complicated implementation, you can use the `process_combo_event` function to add custom handling.
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```c
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enum combo_events {
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ZC_COPY,
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XV_PASTE
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};
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const uint16_t PROGMEM copy_combo[] = {KC_Z, KC_C, COMBO_END};
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const uint16_t PROGMEM paste_combo[] = {KC_X, KC_V, COMBO_END};
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combo_t key_combos[COMBO_COUNT] = {
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[ZC_COPY] = COMBO_ACTION(copy_combo),
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[XV_PASTE] = COMBO_ACTION(paste_combo),
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};
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void process_combo_event(uint8_t combo_index, bool pressed) {
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switch(combo_index) {
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case ZC_COPY:
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if (pressed) {
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tap_code16(LCTL(KC_C));
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}
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break;
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case XV_PASTE:
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if (pressed) {
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tap_code16(LCTL(KC_V));
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}
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break;
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}
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}
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```
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This will send Ctrl+C if you hit Z and C, and Ctrl+V if you hit X and V. But you could change this to do stuff like change layers, play sounds, or change settings.
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## Additional Configuration
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If you're using long combos, or even longer combos, you may run into issues with this, as the structure may not be large enough to accommodate what you're doing.
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In this case, you can add either `#define EXTRA_LONG_COMBOS` or `#define EXTRA_EXTRA_LONG_COMBOS` in your `config.h` file.
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You may also be able to enable action keys by defining `COMBO_ALLOW_ACTION_KEYS`.
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## Keycodes
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You can enable, disable and toggle the Combo feature on the fly. This is useful if you need to disable them temporarily, such as for a game.
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|Keycode |Description |
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|----------|---------------------------------|
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|`CMB_ON` |Turns on Combo feature |
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|`CMB_OFF` |Turns off Combo feature |
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|`CMB_TOG` |Toggles Combo feature on and off |
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## User callbacks
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In addition to the keycodes, there are a few functions that you can use to set the status, or check it:
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|Function |Description |
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|-----------|--------------------------------------------------------------------|
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| `combo_enable()` | Enables the combo feature |
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| `combo_disable()` | Disables the combo feature, and clears the combo buffer |
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| `combo_toggle()` | Toggles the state of the combo feature |
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| `is_combo_enabled()` | Returns the status of the combo feature state (true or false) |
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