17 KiB
Combos
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 combo term would hit ESC instead, or have it perform
even more complex tasks.
To enable this feature, you need to add
COMBO_ENABLE = yes to your rules.mk.
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). It is also possible to not define this and instead set
the variable COMBO_LEN yourself. There’s a trick where we
don’t need to think about this variable at all. More on this later.
Then, in 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 its resulting action.
const uint16_t PROGMEM test_combo1[] = {KC_A, KC_B, COMBO_END};
const uint16_t PROGMEM test_combo2[] = {KC_C, KC_D, COMBO_END};
combo_t key_combos[COMBO_COUNT] = {
COMBO(test_combo1, KC_ESC),
COMBO(test_combo2, LCTL(KC_Z)), // keycodes with modifiers are possible too!
};This will send “Escape” if you hit the A and B keys, and Ctrl+Z when you hit the C and D keys.
As of PR#8591, it is
possible to fire combos from ModTap keys and LayerTap keys. So in the
above example you could have keys LSFT_T(KC_A) and
LT(_LAYER, KC_B) and it would work. So Home Row Mods and
Home Row Combos at same time is now a thing!
It is also now possible to overlap combos. Before, with the example below both combos would activate when all three keys were pressed. Now only the three key combo will activate.
const uint16_t PROGMEM test_combo1[] = {LSFT_T(KC_A), LT(_LAYER, KC_B), COMBO_END};
const uint16_t PROGMEM test_combo2[] = {LSFT_T(KC_A), LT(_LAYER, KC_B), KC_C, COMBO_END};
combo_t key_combos[COMBO_COUNT] = {
COMBO(test_combo1, KC_ESC)
COMBO(test_combo2, KC_TAB)
};Executing more complex keycodes like ModTaps and LayerTaps is now also possible.
Examples
If you want to add a list, then you’d use something like this:
enum combos {
AB_ESC,
JK_TAB,
QW_SFT,
SD_LAYER,
};
const uint16_t PROGMEM ab_combo[] = {KC_A, KC_B, COMBO_END};
const uint16_t PROGMEM jk_combo[] = {KC_J, KC_K, COMBO_END};
const uint16_t PROGMEM qw_combo[] = {KC_Q, KC_W, COMBO_END};
const uint16_t PROGMEM sd_combo[] = {KC_S, KC_D, COMBO_END};
combo_t key_combos[COMBO_COUNT] = {
[AB_ESC] = COMBO(ab_combo, KC_ESC),
[JK_TAB] = COMBO(jk_combo, KC_TAB),
[QW_SFT] = COMBO(qw_combo, KC_LSFT)
[SD_LAYER] = COMBO(sd_combo, MO(_LAYER)),
};For a more complicated implementation, you can use the
process_combo_event function to add custom handling.
Additionally, this example shows how you can leave
COMBO_COUNT undefined.
enum combo_events {
EM_EMAIL,
BSPC_LSFT_CLEAR,
COMBO_LENGTH
};
uint16_t COMBO_LEN = COMBO_LENGTH; // remove the COMBO_COUNT define and use this instead!
const uint16_t PROGMEM email_combo[] = {KC_E, KC_M, COMBO_END};
const uint16_t PROGMEM clear_line_combo[] = {KC_BSPC, KC_LSFT, COMBO_END};
combo_t key_combos[] = {
[EM_EMAIL] = COMBO_ACTION(email_combo),
[BSPC_LSFT_CLEAR] = COMBO_ACTION(clear_line_combo),
};
/* COMBO_ACTION(x) is same as COMBO(x, KC_NO) */
void process_combo_event(uint16_t combo_index, bool pressed) {
switch(combo_index) {
case EM_EMAIL:
if (pressed) {
SEND_STRING("john.doe@example.com");
}
break;
case BSPC_LSFT_CLEAR:
if (pressed) {
tap_code16(KC_END);
tap_code16(S(KC_HOME));
tap_code16(KC_BSPC);
}
break;
}
}This will send “john.doe@example.com” if you chord E and M together, and clear the current line with Backspace and Left-Shift. You could change this to do stuff like play sounds or change settings.
It is worth noting that COMBO_ACTIONs are not needed
anymore. As of PR#8591, it is
possible to run your own custom keycodes from combos. Just define the
custom keycode, program its functionality in
process_record_user, and define a combo with
COMBO(<key_array>, <your_custom_keycode>). See
the first example in Macros.
Keycodes
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.
The following keycodes are available for use in your
keymap.c
| Keycode | Description |
|---|---|
CMB_ON |
Turns on Combo feature |
CMB_OFF |
Turns off Combo feature |
CMB_TOG |
Toggles Combo feature on and off |
Advanced Configuration
These configuration settings can be set in your config.h
file.
Combo Term
By default, the timeout for the Combos to be recognized is set to
50ms. This can be changed if accidental combo misfires are happening or
if you’re having difficulties pressing keys at the same time. For
instance, #define COMBO_TERM 40 would set the timeout
period for combos to 40ms.
Buffer and state sizes
If you’re using long combos, or you have a lot of overlapping combos, you may run into issues with this, as the buffers may not be large enough to accommodate what you’re doing. In this case, you can configure the sizes of the buffers used. Be aware, larger combo sizes and larger buffers will increase memory usage!
To configure the amount of keys a combo can be composed of, change the following:
| Keys | Define to be set |
|---|---|
| 6 | #define EXTRA_SHORT_COMBOS |
| 8 | QMK Default |
| 16 | #define EXTRA_LONG_COMBOS |
| 32 | #define EXTRA_EXTRA_LONG_COMBOS |
Defining EXTRA_SHORT_COMBOS combines a combo’s internal
state into just one byte. This can, in some cases, save some memory. If
it doesn’t, no point using it. If you do, you also have to make sure you
don’t define combos with more than 6 keys.
Processing combos has two buffers, one for the key presses, another for the combos being activated. Use the following options to configure the sizes of these buffers:
| Define | Default |
|---|---|
#define COMBO_KEY_BUFFER_LENGTH 8 |
8 (the key amount (EXTRA_)EXTRA_LONG_COMBOS gives) |
#define COMBO_BUFFER_LENGTH 4 |
4 |
Modifier Combos
If a combo resolves to a Modifier, the window for processing the
combo can be extended independently from normal combos. By default, this
is disabled but can be enabled with
#define COMBO_MUST_HOLD_MODS, and the time window can be
configured with #define COMBO_HOLD_TERM 150 (default:
TAPPING_TERM). With COMBO_MUST_HOLD_MODS, you
cannot tap the combo any more which makes the combo less prone to
misfires.
Strict key press order
By defining COMBO_MUST_PRESS_IN_ORDER combos only
activate when the keys are pressed in the same order as they are defined
in the key array.
Per Combo Timing, Holding, Tapping and Key Press Order
For each combo, it is possible to configure the time window it has to pressed in, if it needs to be held down, if it needs to be tapped, or if its keys need to be pressed in order.
For example, tap-only combos are useful if any (or all) of the underlying keys are mod-tap or layer-tap keys. When you tap the combo, you get the combo result. When you press the combo and hold it down, the combo doesn’t activate. Instead the keys are processed separately as if the combo wasn’t even there.
In order to use these features, the following configuration options and functions need to be defined. Coming up with useful timings and configuration is left as an exercise for the reader.
| Config Flag | Function | Description |
|---|---|---|
COMBO_TERM_PER_COMBO |
uint16_t get_combo_term(uint16_t index, combo_t *combo) | Optional per-combo timeout window. (default:
COMBO_TERM) |
COMBO_MUST_HOLD_PER_COMBO |
bool get_combo_must_hold(uint16_t index, combo_t *combo) | Controls if a given combo should fire immediately on tap or if it
needs to be held. (default: false) |
COMBO_MUST_TAP_PER_COMBO |
bool get_combo_must_tap(uint16_t index, combo_t *combo) | Controls if a given combo should fire only if tapped within
COMBO_HOLD_TERM. (default: false) |
COMBO_MUST_PRESS_IN_ORDER_PER_COMBO |
bool get_combo_must_press_in_order(uint16_t index, combo_t *combo) | Controls if a given combo should fire only if its keys are pressed
in order. (default: true) |
Examples:
uint16_t get_combo_term(uint16_t index, combo_t *combo) {
// decide by combo->keycode
switch (combo->keycode) {
case KC_X:
return 50;
}
// or with combo index, i.e. its name from enum.
switch (index) {
case COMBO_NAME_HERE:
return 9001;
}
// And if you're feeling adventurous, you can even decide by the keys in the chord,
// i.e. the exact array of keys you defined for the combo.
// This can be useful if your combos have a common key and you want to apply the
// same combo term for all of them.
if (combo->keys[0] == KC_ENT) { // if first key in the array is Enter
return 150;
}
return COMBO_TERM;
}
bool get_combo_must_hold(uint16_t index, combo_t *combo) {
// Same as above, decide by keycode, the combo index, or by the keys in the chord.
if (KEYCODE_IS_MOD(combo->keycode) ||
(combo->keycode >= QK_MOMENTARY && combo->keycode <= QK_MOMENTARY_MAX) // MO(kc) keycodes
) {
return true;
}
switch (index) {
case COMBO_NAME_HERE:
return true;
}
return false;
}
bool get_combo_must_tap(uint16_t index, combo_t *combo) {
// If you want all combos to be tap-only, just uncomment the next line
// return true
// If you want *all* combos, that have Mod-Tap/Layer-Tap/Momentary keys in its chord, to be tap-only, this is for you:
uint16_t key;
uint8_t idx = 0;
while ((key = pgm_read_word(&combo->keys[idx])) != COMBO_END) {
switch (key) {
case QK_MOD_TAP...QK_MOD_TAP_MAX:
case QK_LAYER_TAP...QK_LAYER_TAP_MAX:
case QK_MOMENTARY...QK_MOMENTARY_MAX:
return true;
}
idx += 1;
}
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. */
case COMBO_NAME_HERE:
return true;
default:
return false;
}
}Generic hook to (dis)allow a combo activation
By defining COMBO_SHOULD_TRIGGER and its companying
function
bool combo_should_trigger(uint16_t combo_index, combo_t *combo, uint16_t keycode, keyrecord_t *record)
you can block or allow combos to activate on the conditions of your
choice. For example, you could disallow some combos on the base layer
and allow them on another. Or disable combos on the home row when a
timer is running.
Examples:
bool combo_should_trigger(uint16_t combo_index, combo_t *combo, uint16_t keycode, keyrecord_t *record) {
/* Disable combo `SOME_COMBO` on layer `_LAYER_A` */
switch (combo_index) {
case SOME_COMBO:
if (layer_state_is(_LAYER_A)) {
return false;
}
}
return true;
}Variable Length Combos
If you leave COMBO_COUNT undefined in
config.h, it allows you to programmatically declare the
size of the Combo data structure and avoid updating
COMBO_COUNT. Instead a variable called
COMBO_LEN has to be set. It can be set with something
similar to the following in keymap.c:
uint16_t COMBO_LEN = sizeof(key_combos) / sizeof(key_combos[0]);
or by adding COMBO_LENGTH as the last entry in the
combo enum and then uint16_t COMBO_LEN = COMBO_LENGTH; as
such:
enum myCombos {
...,
COMBO_LENGTH
};
uint16_t COMBO_LEN = COMBO_LENGTH;Regardless of the method used to declare COMBO_LEN, this
also requires to convert the
combo_t key_combos[COMBO_COUNT] = {...}; line to
combo_t key_combos[] = {...};.
Combo timer
Normally, the timer is started on the first key press and then reset
on every subsequent key press within the COMBO_TERM.
Inputting combos is relaxed like this, but also slightly more prone to
accidental misfires.
The next two options alter the behaviour of the timer.
#define COMBO_STRICT_TIMER
With COMBO_STRICT_TIMER, the timer is started only on
the first key press. Inputting combos is now less relaxed; you need to
make sure the full chord is pressed within the COMBO_TERM.
Misfires are less common but if you type multiple combos fast, there is
a chance that the latter ones might not activate properly.
#define COMBO_NO_TIMER
By defining COMBO_NO_TIMER, the timer is disabled
completely and combos are activated on the first key release. This also
disables the “must hold” functionalities as they just wouldn’t work at
all.
Customizable key releases
By defining COMBO_PROCESS_KEY_RELEASE and implementing
the function
bool process_combo_key_release(uint16_t combo_index, combo_t *combo, uint8_t key_index, uint16_t keycode),
you can run your custom code on each key release after a combo was
activated. For example you could change the RGB colors, activate
haptics, or alter the modifiers.
You can also release a combo early by returning true
from the function.
Here’s an example where a combo resolves to two modifiers, and on key releases the modifiers are unregistered one by one, depending on which key was released.
enum combos {
AB_MODS,
COMBO_LENGTH
};
uint16_t COMBO_LEN = COMBO_LENGTH;
const uint16_t PROGMEM ab_combo[] = {KC_A, KC_B, COMBO_END};
combo_t key_combos[] = {
[AB_MODS] = COMBO(ab_combo, LCTL(KC_LSFT)),
};
bool process_combo_key_release(uint16_t combo_index, combo_t *combo, uint8_t key_index, uint16_t keycode) {
switch (combo_index) {
case AB_MODS:
switch(keycode) {
case KC_A:
unregister_mods(MOD_MASK_CTRL);
break;
case KC_B:
unregister_mods(MOD_MASK_SHIFT);
break;
}
return false; // do not release combo
}
return false;
}Layer independent combos
If you, for example, use multiple base layers for different key layouts, one for QWERTY, and another one for Colemak, you might want your combos to work from the same key positions on all layers. Defining the same combos again for another layout is redundant and takes more memory. The solution is to just check the keycodes from one layer.
With #define COMBO_ONLY_FROM_LAYER 0 in config.h, the
combos’ keys are always checked from layer 0, even if other
layers are active.
User callbacks
In addition to the keycodes, there are a few functions that you can use to set the status, or check it:
| Function | Description |
|---|---|
combo_enable() |
Enables the combo feature |
combo_disable() |
Disables the combo feature, and clears the combo buffer |
combo_toggle() |
Toggles the state of the combo feature |
is_combo_enabled() |
Returns the status of the combo feature state (true or false) |
Dictionary Management
Having 3 places to update when adding new combos or altering old ones
does become cumbersome when you have a lot of combos. We can alleviate
this with some magic! … If you consider C macros magic. First, you need
to add VPATH += keyboards/gboards to your
rules.mk. Next, include the file
g/keymap_combo.h in your keymap.c.
!> This functionality uses the same
process_combo_event function as COMBO_ACTION
macros do, so you cannot use the function yourself in your keymap.
Instead, you have to define the cases of the
switch statement by themselves within
inject.h, which g/keymap_combo.h will then
include into the function.
Then, write your combos in combos.def file in the
following manner:
// name result chord keys
COMB(AB_ESC, KC_ESC, KC_A, KC_B)
COMB(JK_TAB, KC_TAB, KC_J, KC_K)
COMB(JKL_SPC, KC_SPC, KC_J, KC_K, KC_L)
COMB(BSSL_CLR, KC_NO, KC_BSPC, KC_LSFT) // using KC_NO as the resulting keycode is the same as COMBO_ACTION before.
COMB(QW_UNDO, C(KC_Z), KC_Q, KC_W)
SUBS(TH_THE, "the", KC_T, KC_H) // SUBS uses SEND_STRING to output the given string.
...Now, you can update only one place to add or alter combos. You don’t
even need to remember to update the COMBO_COUNT or the
COMBO_LEN variables at all. Everything is taken care of.
Magic!
For small to huge ready made dictionaries of combos, you can check out http://combos.gboards.ca/.