@ -38,7 +38,7 @@ You can configure a different `release-after-ms` in your keymap:
### Advanced usage
### Advanced usage
Sticky layers behave slightly different from sticky keys. They are configured to `quick-release`. This means that the layer is released immediately when another key is pressed. "Normal" sticky keys are not `quick-release`; they are released when the next key is released. This makes it possible to combine sticky layers and sticky keys as such: tap `&sl 1`, tap `&sk LSHFT` on layer 1, tap `&kp A` on base layer to output shift+A.
Sticky layers behave slightly different from sticky keys. They are configured to `quick-release`. This means that the layer is released immediately when another key is pressed. "Normal" sticky keys are not `quick-release`; they are released when the next key is released. This makes it possible to combine sticky layers and sticky keys as such: tap `&sl 1`, tap `&sk LSHIFT` on layer 1, tap `&kp A` on base layer to output shift+A.
@ -70,7 +70,7 @@ In this case, the `A` is actually a define for the raw HID keycode, to make keym
For example of a binding that uses two parameters, you can see how "mod-tap" (`mt`) is bound:
For example of a binding that uses two parameters, you can see how "mod-tap" (`mt`) is bound:
```
```
&mt LSHFT D
&mt LSHIFT D
```
```
Here, the first parameter is the set of modifiers that should be used for the "hold" behavior, and the second
Here, the first parameter is the set of modifiers that should be used for the "hold" behavior, and the second
@ -94,7 +94,7 @@ The top two lines of most keymaps should include:
The first defines the nodes for all the available behaviors in ZMK, which will be referenced in the behavior bindings. This is how bindings like `&kp` can reference the key press behavior defined with an anchor name of `kp`.
The first defines the nodes for all the available behaviors in ZMK, which will be referenced in the behavior bindings. This is how bindings like `&kp` can reference the key press behavior defined with an anchor name of `kp`.
The second include brings in the defines for all the keycodes (e.g. `A`, `N1`, `C_PLAY`) and the modifiers (e.g. `LSHFT`) used for various behavior bindings.
The second include brings in the defines for all the keycodes (e.g. `A`, `N1`, `C_PLAY`) and the modifiers (e.g. `LSHIFT`) used for various behavior bindings.