forked from forks/qmk_firmware
307 lines
10 KiB
C
307 lines
10 KiB
C
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/*
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* Good on you for modifying your layout, this is the most nonQMK layout you will come across
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* There are three modes, Steno (the default), QWERTY (Toggleable) and a Momentary symbol layer
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*
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* Don't modify the steno layer directly, instead add chords using the keycodes and macros
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* from sten.h to the layout you want to modify.
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*
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* Observe the comment above processQWERTY!
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*
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* http://docs.gboards.ca
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*/
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#include QMK_KEYBOARD_H
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#include "sten.h"
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#include "keymap_steno.h"
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#define IGNORE_MOD_TAP_INTERRUPT
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// Steno Layers
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#define FUNCT ( LSD | LK | LP | LH )
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#define MEDIA ( LSD | LK | LW | LR )
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#define MOVE ( LSD | LK )
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#define NUM ( PWR )
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#define SYM ( RZ )
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// Keys and chords that, once they appear, are added to every subsequent partial chord
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// until the whole thing is sent.
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uint32_t stenoLayers[] = {NUM, SYM, MOVE, MEDIA, FUNCT};
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// QMK Layers
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#define STENO_LAYER 0
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#define GAMING 1
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#define GAMING_2 2
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/* Keyboard Layout
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* ,---------------------------------. ,------------------------------.
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* | FN | LSU | LFT | LP | LH | ST1 | | ST3 | RF | RP | RL | RT | RD |
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* |-----+-----+-----+----+----|-----| |-----|----+----+----+----+----|
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* | PWR | LSD | LK | LW | LR | ST2 | | ST4 | RR | RB | RG | RS | RZ |
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* `---------------------------------' `------------------------------'
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* ,---------------, .---------------.
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* | LNO | LA | LO | | RE | RU | RNO |
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* `---------------' `---------------'
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*/
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// Note: You can only use basic keycodes here!
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//
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// P() is just a wrapper to make your life easier.
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// PC() applies the mapping to all of the StenoLayers. For overloading, define these last.
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//
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// FN is unavailable. That is reserved for system use.
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// Chords containing PWR are always available, even in steno mode.
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//
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// http://docs.gboards.ca
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uint32_t processQwerty(bool lookup) {
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// Special keys
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P( RT | RS | RD | RZ | LNO, SEND_STRING(VERSION); SEND_STRING(__DATE__));
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P( LFT | LK | LP | LW, REPEAT());
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// Mouse Keys
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/* P( LO | LSD | LK, CLICK_MOUSE(KC_MS_BTN2)); */
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/* P( LO | LR | LW, CLICK_MOUSE(KC_MS_BTN1)); */
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/* Function layer
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* ,-----------------------------------, ,-----------------------------------,
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* | | | | NCTFUNCTF | | | | F1 | F2 | F3 | F4 | |
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* | + + + + + | | + F5 + F6 + F7 + F8 + |
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* | | FUNCTFUNC | | | | | | F9 | F10 | F11 | F12 | |
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* `-----+-----+-----+-----+-----+-----' `-----+-----+-----+-----+-----+-----'
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*/
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P( FUNCT | RF, SEND(KC_F1));
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P( FUNCT | RP, SEND(KC_F2));
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P( FUNCT | RL, SEND(KC_F3));
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P( FUNCT | RT, SEND(KC_F4));
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P( FUNCT | RF | RR, SEND(KC_F5));
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P( FUNCT | RP | RB, SEND(KC_F6));
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P( FUNCT | RL | RG, SEND(KC_F7));
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P( FUNCT | RT | RS, SEND(KC_F8));
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P( FUNCT | RR, SEND(KC_F9));
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P( FUNCT | RG, SEND(KC_F10));
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P( FUNCT | RB, SEND(KC_F11));
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P( FUNCT | RS, SEND(KC_F12));
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/* Movement layer
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* ,-----------------------------------, ,-----------------------------------,
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* | | | | | | | | | <- | ↓ | ↑ | -> | |
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* | + + + + + | | + + + + + |
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* | | MOVEMOVEM | | | | | | Hm | PgD | PgU | End | |
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* `-----+-----+-----+-----+-----+-----' `-----+-----+-----+-----+-----+-----'
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*/
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P( MOVE | RF, SEND(KC_LEFT));
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P( MOVE | RP, SEND(KC_DOWN));
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P( MOVE | RL, SEND(KC_UP));
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P( MOVE | RT, SEND(KC_RIGHT));
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P( MOVE | RR, SEND(KC_HOME));
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P( MOVE | RB, SEND(KC_PGDN));
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P( MOVE | RG, SEND(KC_PGUP));
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P( MOVE | RS, SEND(KC_END));
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/* Media Layer
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* ,-----------------------------------, ,-----------------------------------,
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* | | | | | | | | |Prev |Play | PLY |Next | VolU|
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* | + + + + + | | + + + + + |
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* | | MEDIAMEDIAMEDIAMEDIAM | | | | | | |Mute | VolD|
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* `-----+-----+-----+-----+-----+-----' `-----+-----+-----+-----+-----+-----'
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*/
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P( MEDIA | RF, SEND(KC_MPRV));
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P( MEDIA | RP, SEND(KC_MPLY));
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P( MEDIA | RL, SEND(KC_MPLY));
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P( MEDIA | RT, SEND(KC_MNXT));
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P( MEDIA | RD, SEND(KC_VOLU));
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P( MEDIA | RS, SEND(KC_MUTE));
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P( MEDIA | RZ, SEND(KC_VOLD));
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/* Numbers
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* ,-----------------------------------, ,-----------------------------------,
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* | | | a | b | c | | | : | 1 | 2 | 3 | . | |
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* | + + d + e + f + | | 0 + 4 + 5 + 6 + - + |
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* | NUM | | | | | | | | 7 | 8 | 9 | 0 | |
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* `-----+-----+-----+-----+-----+-----' `-----+-----+-----+-----+-----+-----'
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*/
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P( NUM | LFT, SEND(KC_A));
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P( NUM | LP, SEND(KC_B));
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P( NUM | LH, SEND(KC_C));
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P( NUM | LK, SEND(KC_D));
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P( NUM | LW, SEND(KC_E));
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P( NUM | LR, SEND(KC_F));
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// Right hand
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P( NUM | ST3, SEND_STRING(":"));
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P( NUM | RF, SEND(KC_1));
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P( NUM | RP, SEND(KC_2));
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P( NUM | RL, SEND(KC_3));
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P( NUM | RT, SEND(KC_DOT));
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P( NUM | ST3 | ST4, SEND(KC_0));
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P( NUM | RF | RR, SEND(KC_4));
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P( NUM | RP | RB, SEND(KC_5));
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P( NUM | RG | RL, SEND(KC_6));
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P( NUM | RT | RS, SEND(KC_MINUS));
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P( NUM | RR, SEND(KC_7));
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P( NUM | RB, SEND(KC_8));
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P( NUM | RG, SEND(KC_9));
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P( NUM | RS, SEND(KC_0));
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/* Symbols
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* ,-----------------------------------, ,-----------------------------------,
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* | | ` | [ | { | ( | < | | > | ) | } | ] | ? | |
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* | + ~ + - + ' + : + _ | | \ + = + " + + + ? + |
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* | | ! | @ | # | $ | % | | | | ^ | & | * | ? | SYM |
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* `-----+-----+-----+-----+-----+-----' `-----+-----+-----+-----+-----+-----'
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*/
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// Left hand
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P( SYM | LSU, SEND(KC_GRV));
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P( SYM | LFT, SEND(KC_LBRC));
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P( SYM | LP, SEND_STRING("{"));
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P( SYM | LH, SEND_STRING("("));
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P( SYM | ST1, SEND_STRING("<"));
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P( SYM | LSU | LSD, SEND_STRING("~"));
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P( SYM | LFT | LK, SEND(KC_MINS));
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P( SYM | LP | LW, SEND(KC_QUOTE));
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P( SYM | LH | LR, SEND_STRING(":"));
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P( SYM | ST1 | ST2, SEND_STRING("_"));
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P( SYM | LSD, SEND_STRING("!"));
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P( SYM | LK, SEND_STRING("@"));
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P( SYM | LW, SEND_STRING("#"));
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P( SYM | LR, SEND_STRING("$"));
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P( SYM | ST2, SEND_STRING("%"));
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// Right hand
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P( SYM | ST3, SEND_STRING(">"));
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P( SYM | RF, SEND_STRING(")"));
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P( SYM | RP, SEND_STRING("}"));
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P( SYM | RL, SEND_STRING("]"));
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P( SYM | RT, SEND_STRING("?"));
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P( SYM | ST3 | ST4, SEND(KC_BSLASH));
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P( SYM | RF | RR, SEND(KC_EQUAL));
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P( SYM | RP | RB, SEND_STRING("\""));
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P( SYM | RG | RL, SEND_STRING("+"));
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P( SYM | RT | RS, SEND_STRING("?"));
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P( SYM | ST4, SEND_STRING("|"));
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P( SYM | RR, SEND_STRING("^"));
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P( SYM | RB, SEND_STRING("&"));
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P( SYM | RG, SEND_STRING("*"));
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P( SYM | RS, SEND_STRING("?"));
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/* Letters
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* ,-----------------------------------, ,-----------------------------------,
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* | | Q | W | F | P | B | | J | L | U | Y | ; | ctl |
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* +-----+- A -+- R -+- S -+- T -+- G -| |- M -+- N -+- E -+- I -+- O -+-----|
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* | bsp | Z | X | C | D | V | | K | H | , | . | / | del |
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* `-----+-----+-----+-----+-----+-----' `-----+-----+-----+-----+-----+-----'
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* ,---------------, .---------------.
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* | alt | ent|shfr| | spc| gui| alt |
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* `---------------' `---------------'
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*/
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// Left hand
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P( LSU, SEND(KC_Q));
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P( LFT, SEND(KC_W));
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P( LP, SEND(KC_F));
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P( LH, SEND(KC_P));
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P( ST1, SEND(KC_B));
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P( LSU | LSD, SEND(KC_A));
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P( LFT | LK, SEND(KC_R));
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P( LP | LW, SEND(KC_S));
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P( LH | LR, SEND(KC_T));
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P( ST1 | ST2, SEND(KC_G));
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P( LSD, SEND(KC_Z));
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P( LK, SEND(KC_X));
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P( LW, SEND(KC_C));
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P( LR, SEND(KC_D));
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P( ST2, SEND(KC_V));
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// Right hand
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P( ST3, SEND(KC_J));
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P( RF, SEND(KC_L));
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P( RP, SEND(KC_U));
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P( RL, SEND(KC_Y));
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P( RT, SEND(KC_SCLN));
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P( ST3 | ST4, SEND(KC_M));
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P( RF | RR, SEND(KC_N));
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P( RP | RB, SEND(KC_E));
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P( RG | RL, SEND(KC_I));
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P( RT | RS, SEND(KC_O));
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P( ST4, SEND(KC_K));
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P( RR, SEND(KC_H));
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P( RB, SEND(KC_COMM));
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P( RG, SEND(KC_DOT));
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P( RS, SEND(KC_SLSH));
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// Thumb Chords and modifiers
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//
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PC( LNO | RNO | LA | RU, SEND(KC_LCTL); SEND(KC_LSFT));
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PC( LNO | LA | RE, SEND(KC_LCTL); SEND(KC_LSFT); SEND(KC_LALT));
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// overrides
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P( PWR | LO, SEND(KC_LSFT); SEND(KC_BSPC));
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P( PWR | RD, SEND(KC_LCTL); SEND(KC_BSPC));
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P( RZ | RD, SEND(KC_LCTL); SEND(KC_DEL));
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PC( LNO | LA | LO, SEND(KC_LSFT); SEND(KC_ESC));
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PC( LA | LO, SEND(KC_ESC));
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PC( LNO, SEND(KC_LALT));
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PC( LA, SEND(KC_ENT));
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PC( LO, SEND(KC_LSFT));
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PC( RNO, SEND(KC_RALT));
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PC( RE | RU, SEND(KC_TAB));
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PC( RE, SEND(KC_SPC));
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PC( RU, SEND(KC_LGUI));
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PC( PWR, SEND(KC_BSPC));
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PC( RD, SEND(KC_LCTL));
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P( RZ, SEND(KC_DEL));
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return 0;
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}
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// "Layers"
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// Steno layer should be first in your map.
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// When PWR | FN | ST3 | ST4 is pressed, the layer is increased to the next map. You must return to STENO_LAYER at the end.
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// If you need more space for chords, remove the two gaming layers.
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// Note: If using NO_ACTION_TAPPING, LT will not work!
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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// Main layer, everything goes through here
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[STENO_LAYER] = LAYOUT_georgi(
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STN_FN, STN_S1, STN_TL, STN_PL, STN_HL, STN_ST1, STN_ST3, STN_FR, STN_PR, STN_LR, STN_TR, STN_DR,
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STN_PWR, STN_S2, STN_KL, STN_WL, STN_RL, STN_ST2, STN_ST4, STN_RR, STN_BR, STN_GR, STN_SR, STN_ZR,
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STN_N1, STN_A, STN_O, STN_E, STN_U, STN_N7
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),
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// Gaming layer with Numpad, Very limited
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[GAMING] = LAYOUT_georgi(
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KC_LSFT, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_ENT,
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KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_DQUO,
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KC_LALT, KC_SPC, LT(GAMING_2, KC_ENT), KC_DEL, KC_ASTR, TO(STENO_LAYER)
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),
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[GAMING_2] = LAYOUT_georgi(
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KC_LSFT, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS,
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KC_LCTL, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_LT, KC_GT, KC_QUES, KC_RSFT,
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KC_LALT, KC_SPC, KC_ENT, KC_DEL, KC_ASTR, TO(STENO_LAYER)
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)
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};
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// Don't fuck with this, thanks.
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size_t keymapsCount = sizeof(keymaps)/sizeof(keymaps[0]);
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size_t stenoLayerCount = sizeof(stenoLayers)/sizeof(stenoLayers[0]);
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