mirror of
https://github.com/qmk/qmk_userspace.git
synced 2025-05-03 22:24:16 -04:00
- Remapped some combos based on how I used them - Turned the combo term down because of misfires (e.g. re) - Removed all the keys that are now combos to save room and force me to get used to using combos - Combined Game and GameNum. Removed GameNum Layer
60 lines
No EOL
1.1 KiB
C
60 lines
No EOL
1.1 KiB
C
#include "combo.h"
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bool get_combo_must_hold(uint16_t index, combo_t *combo) {
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switch (index) {
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case LYR_CONFIG:
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case LYR_FUNCTION:
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return true;
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default:
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return false;
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}
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}
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bool get_combo_must_tap(uint16_t index, combo_t *combo) {
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switch (index) {
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#if defined(MOUSEKEY_ENABLE)
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case MOUSE_DRGTOG:
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#endif //MOUSEKEY_ENABLE
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case KEY_ESC:
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case KEY_TAB:
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case KEY_ENT:
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case KEY_BWRD:
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return true;
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default:
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return false;
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}
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}
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bool get_combo_must_press_in_order(uint16_t combo_index, combo_t *combo) {
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switch (combo_index) {
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/* List combos here that you want to only activate if their keys
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* are pressed in the same order as they are defined in the combo's key
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* array.
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*
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* return false means they do not have to be pressed in order
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* */
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default:
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return false;
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}
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}
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uint16_t get_combo_term(uint16_t index, combo_t *combo) {
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// or with combo index, i.e. its name from enum.
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switch (index) {
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/*
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case CONFIGLAYER:
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return COMBO_HOLD_TERM + 150;
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*/
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default:
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return COMBO_TERM;
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}
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} |