5.0 KiB
Kaleidoscope-OneShot
One-shots are a new kind of behaviour for your standard modifier and momentary
layer keys: instead of having to hold them while pressing other keys, they can
be tapped and released, and will remain active until any other key is pressed.
In short, they turn Shift, A
into Shift+A
, and Fn, 1
to Fn+1
. The main
advantage is that this allows us to place the modifiers and layer keys to
positions that would otherwise be awkward when chording. Nevertheless, they
still act as normal when held, that behaviour is not lost.
Furthermore, if a one-shot key is tapped two times in quick succession, it
becomes sticky, and remains active until disabled with a third tap. This can be
useful when one needs to input a number of keys with the modifier or layer
active, and still does not wish to hold the key down. If this feature is
undesirable, unset the OneShot.double_tap_sticky
property (see later).
To make multi-modifier, or multi-layer shortcuts possible, one-shot keys remain
active if another one-shot of the same type is tapped, so Ctrl, Alt, b
becomes
Ctrl+Alt+b
, and L1, L2, c
is turned into L1+L2+c
.
Using the plugin
After adding one-shot keys to the keymap, all one needs to do, is enable the plugin:
#include <Kaleidoscope.h>
#include <Kaleidoscope-OneShot.h>
#include <kaleidoscope/hid.h>
// somewhere in the keymap...
OSM(LeftControl), OSL(_FN)
void setup() {
Kaleidoscope.use(&OneShot);
Kaleidoscope.setup();
}
Keymap markup
There are two macros the plugin provides:
OSM(mod)
A macro that takes a single argument, the name of the modifier:
LeftControl
,LeftShift
,LeftAlt
,LeftGui
or their right-side variant. When marked up with this macro, the modifier will act as a one-shot modifier.
OSL(layer)
Takes a layer number as argument, and sets up the key to act as a one-shot layer key.
Please note that while
Kaleidoscope
supports more, one-shot layers are limited to 8 layers only.
Plugin methods
The plugin provides one object, OneShot
, which implements both one-shot
modifiers and one-shot layer keys. It has the following methods:
.isActive()
Returns if any one-shot key is in flight. This makes it possible to differentiate between having a modifier or layer active, versus having them active only until after the next key getting pressed. And this, in turn, is useful for macros that need to fiddle with either modifier or layer state: if one-shots are not active, they need not restore the original state.
.isSticky(key)
Returns if the key is currently sticky.
.isModifierActive(key)
Returns if the modifier
key
has a one-shot state active. Use this together withhid::isModifierKeyActive
to catch cases where a one-shot modifier is active, but not registered yet.
.cancel([with_stickies])
The
cancel()
method can be used to cancel any pending one-shot effects, useful when one changed their minds, and does not wish to wait for the timeout.The optional
with_stickies
argument, if set totrue
, will also cancel sticky one-shot effects. If omitted, it defaults tofalse
, and not canceling stickies.
Plugin properties
Along with the methods listed above, the OneShot
object has the following
properties too:
.time_out
Set this property to the number of milliseconds to wait before timing out and cancelling the one-shot effect (unless interrupted or cancelled before by any other means).
Defaults to 2500.
.hold_time_out
Set this property to the number of milliseconds to wait before considering a held one-shot key as intentionally held. In this case, the one-shot effect will not trigger when the key is released. In other words, holding a one-shot key at least this long, and then releasing it, will not trigger the one-shot effect.
Defaults to 200.
.double_tap_sticky
Set this boolean property to make the plugin treat a double-tap of a one-shot key as making it sticky until a third tap. Setting it to
false
disables this behaviour, in which case double-tapping a one-shot modifier will just restart the timer.Defaults to
true
.
Dependencies
Further reading
Starting from the example is the recommended way of getting started with the plugin.