qmk_userspace/users/t4corun/features/combo.c
Victor b314c3ffe1
Combo overhaul
- 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
2024-04-17 16:25:29 -05:00

60 lines
No EOL
1.1 KiB
C

#include "combo.h"
bool get_combo_must_hold(uint16_t index, combo_t *combo) {
switch (index) {
case LYR_CONFIG:
case LYR_FUNCTION:
return true;
default:
return false;
}
}
bool get_combo_must_tap(uint16_t index, combo_t *combo) {
switch (index) {
#if defined(MOUSEKEY_ENABLE)
case MOUSE_DRGTOG:
#endif //MOUSEKEY_ENABLE
case KEY_ESC:
case KEY_TAB:
case KEY_ENT:
case KEY_BWRD:
return true;
default:
return false;
}
}
bool get_combo_must_press_in_order(uint16_t combo_index, combo_t *combo) {
switch (combo_index) {
/* List combos here that you want to only activate if their keys
* are pressed in the same order as they are defined in the combo's key
* array.
*
* return false means they do not have to be pressed in order
* */
default:
return false;
}
}
uint16_t get_combo_term(uint16_t index, combo_t *combo) {
// or with combo index, i.e. its name from enum.
switch (index) {
/*
case CONFIGLAYER:
return COMBO_HOLD_TERM + 150;
*/
default:
return COMBO_TERM;
}
}