keymap.c 9.6 KB

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  1. /*
  2. * Good on you for modifying your layout, this is the most nonQMK layout you will come across
  3. * There are three modes, Steno (the default), QWERTY (Toggleable) and a Momentary symbol layer
  4. *
  5. * Don't modify the steno layer directly, instead add chords using the keycodes and macros
  6. * from sten.h to the layout you want to modify.
  7. *
  8. * Observe the comment above processQWERTY!
  9. *
  10. * http://docs.gboards.ca
  11. */
  12. #include QMK_KEYBOARD_H
  13. #include "sten.h"
  14. #include "keymap_steno.h"
  15. // Proper Layers
  16. #define FUNCT (LSD | LK | LP | LH)
  17. #define MEDIA (LSD | LK | LW | LR)
  18. #define MOVE (ST1 | ST2)
  19. // QMK Layers
  20. #define STENO_LAYER 0
  21. #define GAMING 1
  22. #define GAMING_2 2
  23. /* Keyboard Layout
  24. * ,---------------------------------. ,------------------------------.
  25. * | FN | LSU | LFT | LP | LH | ST1 | | ST3 | RF | RP | RL | RT | RD |
  26. * |-----+-----+-----+----+----|-----| |-----|----+----+----+----+----|
  27. * | PWR | LSD | LK | LW | LR | ST2 | | ST4 | RR | BB | RG | RS | RZ |
  28. * `---------------------------------' `------------------------------'
  29. * ,---------------, .---------------.
  30. * | LNO | LA | LO | | RE | RU | RNO |
  31. * `---------------' `---------------'
  32. */
  33. // Note: You can only use basic keycodes here!
  34. // P() is just a wrapper to make your life easier.
  35. // PC() applies the mapping to all of the StenoLayers.
  36. // To overload, declare it with P() first.
  37. // Be sure to enable in rules.mk and see colemak-dh for usage
  38. //
  39. // FN is unavailable. That is reserved for system use.
  40. // Chords containing PWR are always available, even in steno mode.
  41. //
  42. // http://docs.gboards.ca
  43. uint32_t processQwerty(bool lookup) {
  44. // Specials
  45. P( RT | RS | RD | RZ | LNO, SEND_STRING(VERSION); SEND_STRING(__DATE__));
  46. P( LNO | RNO | LA | LO | RE | RU, SEND(KC_MPLY));
  47. P( LFT | LK | LP | LW, REPEAT());
  48. P( ST1 | ST2 | LW | ST4, SEND(KC_BSPC));
  49. // Mouse Keys
  50. P( LO | LSD | LK, CLICK_MOUSE(KC_MS_BTN2));
  51. P( LO | LR | LW, CLICK_MOUSE(KC_MS_BTN1));
  52. // Thumb Chords
  53. P( LA | LO | RE | RU, SEND(KC_CAPS));
  54. P( LA | RU, SEND(KC_ESC));
  55. P( LO | RE, SEND(KC_LCTL));
  56. P( LNO | RNO | LA | RU, SEND(KC_LCTL); SEND(KC_LSFT));
  57. P( LNO | LA | RE, SEND(KC_LCTL); SEND(KC_LSFT); SEND(KC_LALT));
  58. // Mods
  59. P( RT | RD | RS | RZ, SEND(KC_LGUI));
  60. P( RT | RD, SEND(KC_LCTL));
  61. P( RS | RZ, SEND(KC_LALT));
  62. P( LA | LNO, SEND(KC_LCTL));
  63. P( LA | LO, SEND(KC_LALT));
  64. P( LO, SEND(KC_LSFT));
  65. // Function Layer
  66. P( FUNCT | RF | RR, SEND(KC_F5));
  67. P( FUNCT | RP | RB, SEND(KC_F6));
  68. P( FUNCT | RL | RG, SEND(KC_F7));
  69. P( FUNCT | RT | RS, SEND(KC_F8));
  70. P( FUNCT | RF, SEND(KC_F1));
  71. P( FUNCT | RP, SEND(KC_F2));
  72. P( FUNCT | RL, SEND(KC_F3));
  73. P( FUNCT | RT, SEND(KC_F4));
  74. P( FUNCT | RR, SEND(KC_F9));
  75. P( FUNCT | RG, SEND(KC_F10));
  76. P( FUNCT | RB, SEND(KC_F11));
  77. P( FUNCT | RS, SEND(KC_F12));
  78. // Movement Layer
  79. P( MOVE | RF, SEND(KC_LEFT));
  80. P( MOVE | RP, SEND(KC_DOWN));
  81. P( MOVE | RL, SEND(KC_UP));
  82. P( MOVE | RT, SEND(KC_RIGHT));
  83. P( MOVE | ST3, SEND(KC_PGUP));
  84. P( MOVE | ST4, SEND(KC_PGDN));
  85. // Media Layer
  86. P( MEDIA | RF, SEND(KC_MPRV));
  87. P( MEDIA | RP, SEND(KC_MPLY));
  88. P( MEDIA | RL, SEND(KC_MPLY));
  89. P( MEDIA | RT, SEND(KC_MNXT));
  90. P( MEDIA | RD, SEND(KC_VOLU));
  91. P( MEDIA | RZ, SEND(KC_VOLD));
  92. P( MEDIA | RS, SEND(KC_MUTE));
  93. // Number Row, Left
  94. P( LNO | LSU, SEND(KC_1));
  95. P( LNO | LFT, SEND(KC_2));
  96. P( LNO | LP, SEND(KC_3));
  97. P( LNO | LH, SEND(KC_4));
  98. P( LNO | ST1, SEND(KC_5));
  99. P( LNO | ST3, SEND(KC_6));
  100. P( LNO | RF, SEND(KC_7));
  101. P( LNO | RP, SEND(KC_8));
  102. P( LNO | RL, SEND(KC_9));
  103. P( LNO | RT, SEND(KC_0));
  104. // Number Row, Right
  105. P( RNO | LSU, SEND(KC_1));
  106. P( RNO | LFT, SEND(KC_2));
  107. P( RNO | LP, SEND(KC_3));
  108. P( RNO | LH, SEND(KC_4));
  109. P( RNO | ST1, SEND(KC_5));
  110. P( RNO | ST3, SEND(KC_6));
  111. P( RNO | RF, SEND(KC_7));
  112. P( RNO | RP, SEND(KC_8));
  113. P( RNO | RL, SEND(KC_9));
  114. P( RNO | RT, SEND(KC_0));
  115. P( RNO | LA, SEND(KC_5));
  116. // Specials
  117. P( RU | RNO, SEND(KC_TAB));
  118. P( RE | RU, SEND(KC_BSPC));
  119. P( RD | RZ, SEND(KC_ENT));
  120. P( RE, SEND(KC_ENT));
  121. P( RD, SEND(KC_BSPC));
  122. P( LNO, SEND(KC_BSPC));
  123. P( RNO, SEND(KC_BSPC));
  124. P( LA, SEND(KC_SPC));
  125. P( RU, SEND(KC_SPC));
  126. P( RZ, SEND(KC_ESC));
  127. // Symbols and Numbers
  128. P( PWR | RE | RU, SEND(KC_ENT));
  129. P( PWR | LA | LO, SEND(KC_SPC));
  130. P( PWR | LP | LW, SEND(KC_LSFT); SEND(KC_9)); // (
  131. P( PWR | LH | LR, SEND(KC_LSFT); SEND(KC_0)); // )
  132. P( PWR | ST1 | ST2, SEND(KC_GRV)); // `
  133. P( PWR | RD | RZ, SEND(KC_ESC));
  134. P( PWR | LSU | LSD, SEND(KC_LSFT); SEND(KC_3)); // #
  135. P( PWR | LFT | LK, SEND(KC_LSFT); SEND(KC_4)); // $
  136. P( PWR | LSU, SEND(KC_LSFT); SEND(KC_1)); // !
  137. P( PWR | LSD, SEND(KC_LSFT); SEND(KC_5)); // %
  138. P( PWR | LFT, SEND(KC_LSFT); SEND(KC_2)); // @
  139. P( PWR | LK, SEND(KC_LSFT); SEND(KC_6)); // ^
  140. P( PWR | LP, SEND(KC_LSFT); SEND(KC_LBRC)); // {
  141. P( PWR | LW, SEND(KC_LBRC));
  142. P( PWR | LH, SEND(KC_LSFT); SEND(KC_RBRC)); // }
  143. P( PWR | LR, SEND(KC_RBRC));
  144. P( PWR | ST1, SEND(KC_LSFT); SEND(KC_BSLS)); // |
  145. P( PWR | ST2, SEND(KC_LSFT); SEND(KC_GRV)); // ~
  146. P( PWR | ST3, SEND(KC_QUOT));
  147. P( PWR | ST4, SEND(KC_LSFT); SEND(KC_QUOT)); // "
  148. P( PWR | RF, SEND(KC_KP_PLUS));
  149. P( PWR | RR, SEND(KC_LSFT); SEND(KC_7)); // &
  150. P( PWR | RP, SEND(KC_MINS));
  151. P( PWR | RB, SEND(KC_EQL));
  152. P( PWR | RL, SEND(KC_SLSH));
  153. P( PWR | RG, SEND(KC_COMM));
  154. P( PWR | RT, SEND(KC_PAST));
  155. P( PWR | RS, SEND(KC_DOT));
  156. P( PWR | RD, SEND(KC_TAB));
  157. P( PWR | LA, SEND(KC_LSFT));
  158. P( PWR | LO, SEND(KC_SLSH));
  159. P( PWR | RE, SEND(KC_SCLN));
  160. P( PWR | RU, SEND(KC_BSLS));
  161. P( PWR | LNO, SEND(KC_BSLS));
  162. P( PWR | RF | RR, SEND(KC_LEFT));
  163. P( PWR | RP | RB, SEND(KC_DOWN));
  164. P( PWR | RL | RG, SEND(KC_UP));
  165. P( PWR | RT | RS, SEND(KC_RIGHT));
  166. // Letters
  167. P( LSU | LSD, SEND(KC_A));
  168. P( LFT | LK, SEND(KC_S));
  169. P( LP | LW, SEND(KC_D));
  170. P( LH | LR, SEND(KC_F));
  171. P( ST1 | ST2, SEND(KC_G));
  172. P( ST3 | ST4, SEND(KC_H));
  173. P( RF | RR, SEND(KC_J));
  174. P( RT | RS, SEND(KC_SCLN));
  175. P( RG | RL, SEND(KC_L));
  176. P( RP | RB, SEND(KC_K));
  177. P( LSU, SEND(KC_Q));
  178. P( LSD, SEND(KC_Z));
  179. P( LFT, SEND(KC_W));
  180. P( LK, SEND(KC_X));
  181. P( LP, SEND(KC_E));
  182. P( LW, SEND(KC_C));
  183. P( LH, SEND(KC_R));
  184. P( LR, SEND(KC_V));
  185. P( ST1, SEND(KC_T));
  186. P( ST2, SEND(KC_B));
  187. P( ST3, SEND(KC_Y));
  188. P( ST4, SEND(KC_N));
  189. P( RF, SEND(KC_U));
  190. P( RR, SEND(KC_M));
  191. P( RP, SEND(KC_I));
  192. P( RB, SEND(KC_COMM));
  193. P( RL, SEND(KC_O));
  194. P( RG, SEND(KC_DOT));
  195. P( RT, SEND(KC_P));
  196. P( RS, SEND(KC_SLSH));
  197. P( RNO, SEND(KC_BSPC));
  198. P( LNO, SEND(KC_BSPC));
  199. return 0;
  200. }
  201. // "Layers"
  202. // Steno layer should be first in your map.
  203. // When PWR | FN | ST3 | ST4 is pressed, the layer is increased to the next map. You must return to STENO_LAYER at the end.
  204. // If you need more space for chords, remove the two gaming layers.
  205. // Note: If using NO_ACTION_TAPPING, LT will not work!
  206. const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  207. // Main layer, everything goes through here
  208. [STENO_LAYER] = LAYOUT_georgi(
  209. STN_FN, STN_S1, STN_TL, STN_PL, STN_HL, STN_ST1, STN_ST3, STN_FR, STN_PR, STN_LR, STN_TR, STN_DR,
  210. STN_PWR, STN_S2, STN_KL, STN_WL, STN_RL, STN_ST2, STN_ST4, STN_RR, STN_BR, STN_GR, STN_SR, STN_ZR,
  211. STN_N1, STN_A, STN_O, STN_E, STN_U, STN_N7
  212. ),
  213. // Gaming layer with Numpad, Very limited
  214. [GAMING] = LAYOUT_georgi(
  215. KC_LSFT, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_ENT,
  216. KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_DQUO,
  217. KC_LALT, KC_SPC, LT(GAMING_2, KC_ENT), KC_DEL, KC_ASTR, TO(STENO_LAYER)
  218. ),
  219. [GAMING_2] = LAYOUT_georgi(
  220. KC_LSFT, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS,
  221. KC_LCTL, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_LT, KC_GT, KC_QUES, KC_RSFT,
  222. KC_LALT, KC_SPC, KC_ENT, KC_DEL, KC_ASTR, TO(STENO_LAYER)
  223. )
  224. };
  225. // Don't fuck with this, thanks.
  226. size_t keymapsCount = sizeof(keymaps)/sizeof(keymaps[0]);