Macros allow you to send multiple keystrokes when pressing just one key. QMK has a number of ways to define and use macros. These can do anything you want: type common phrases for you, copypasta, repetitive game movements, or even help you code.
!> **Security Note**: While it is possible to use macros to send passwords, credit card numbers, and other sensitive information it is a supremely bad idea to do so. Anyone who gets a hold of your keyboard will be able to access that information by opening a text editor.
You can define up to 32 macros in a `keymap.json` file, as used by [Configurator](newbs_building_firmware_configurator.md), and `qmk compile`. You can define these macros in a list under the `macros` keyword, like this:
If you type in a language other than English, or use a non-QWERTY layout like Colemak, Dvorak, or Workman, you may have set your computer's input language to match this layout. This presents a challenge when creating macros - you may need to type different keys to get the same letters! To address this you can add the `host_language` key to your `keymap.json`, like so:
Each macro is an array consisting of strings and objects (dictionaries). Strings are typed to your computer while objects allow you to control how your macro is typed out.
Sometimes you want a key to type out words or phrases. For the most common situations, we've provided `SEND_STRING()`, which will type out a string (i.e. a sequence of characters) for you. All ASCII characters that are easily translatable to a keycode are supported (e.g. `qmk 123\n\t`).
Here is an example `keymap.c` for a two-key keyboard:
We first define a new custom keycode in the range not occupied by any other keycodes.
Then we use the `process_record_user` function, which is called whenever a key is pressed or released, to check if our custom keycode has been activated.
If yes, we send the string `"QMK is the best thing ever!"` to the computer via the `SEND_STRING` macro (this is a C preprocessor macro, not to be confused with QMK macros).
We return `true` to indicate to the caller that the key press we just processed should continue to be processed as normal (as we didn't replace or alter the functionality).
Finally, we define the keymap so that the first button activates our macro and the second button is just an escape button.
?> An enumerated list of custom keycodes (`enum custom_keycodes`) must be declared before `keymaps[]` array, `process_record_user()` and any other function that use the list for the compiler to recognise it.
In addition to the `process_record_user()` function, is the `post_process_record_user()` function. This runs after `process_record` and can be used to do things after a keystroke has been sent. This is useful if you want to have a key pressed before and released after a normal key, for instance.
In this example, we modify most normal keypresses so that `F22` is pressed before the keystroke is normally sent, and release it __only after__ it's been released.
By default, it assumes a US keymap with a QWERTY layout; if you want to change that (e.g. if your OS uses software Colemak), include this somewhere in your keymap:
If for some reason you're manipulating strings and need to print out something you just generated (instead of being a literal, constant string), you can use `send_string()`, like this:
```c
char my_str[4] = "ok.";
send_string(my_str);
```
The shortcuts defined above won't work with `send_string()`, but you can separate things out to different lines if needed:
There are some functions you may find useful in macro-writing. Keep in mind that while you can write some fairly advanced code within a macro, if your functionality gets too complex you may want to define a custom keycode instead. Macros are meant to be simple.
?> You can also use the functions described in [Useful function](ref_functions.md) and [Checking modifier state](feature_advanced_keycodes#checking-modifier-state) for additional functionality. For example, `reset_keyboard()` allows you to reset the keyboard as part of a macro and `get_mods() & MOD_MASK_SHIFT` lets you check for the existence of active shift modifiers.
This sends the `<kc>` keydown event to the computer. Some examples would be `KC_ESC`, `KC_C`, `KC_4`, and even modifiers such as `KC_LSFT` and `KC_LGUI`.
Parallel to `register_code` function, this sends the `<kc>` keyup event to the computer. If you don't use this, the key will be held down until it's sent.
Sends `register_code(<kc>)` and then `unregister_code(<kc>)`. This is useful if you want to send both the press and release events ("tap" the key, rather than hold it).
If `TAP_CODE_DELAY` is defined (default 0), this function waits that many milliseconds before calling `unregister_code(<kc>)`. This can be useful when you are having issues with taps (un)registering.
If the keycode is `KC_CAPS`, it waits `TAP_HOLD_CAPS_DELAY` milliseconds instead (default 80), as macOS prevents accidental Caps Lock activation by waiting for the key to be held for a certain amount of time.
These functions work similar to their regular counterparts, but allow you to use modded keycodes (with Shift, Alt, Control, and/or GUI applied to them).
Eg, you could use `register_code16(S(KC_5));` instead of registering the mod, then registering the keycode.
This macro will register `KC_LALT` and tap `KC_TAB`, then wait for 1000ms. If the key is tapped again, it will send another `KC_TAB`; if there is no tap, `KC_LALT` will be unregistered, thus allowing you to cycle through windows.