keymap.c 8.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229
  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. #define IGNORE_MOD_TAP_INTERRUPT
  16. int getKeymapCount(void);
  17. // Proper Layers
  18. #define FUNCT (LSD | LK | LP | LH)
  19. #define MEDIA (LSD | LK | LW | LR)
  20. #define MOVE (ST1 | ST2)
  21. /* Keyboard Layout
  22. * ,---------------------------------. ,------------------------------.
  23. * | FN | LSU | LFT | LP | LH | ST1 | | ST3 | RF | RP | RL | RT | RD |
  24. * |-----+-----+-----+----+----|-----| |-----|----+----+----+----+----|
  25. * | PWR | LSD | LK | LW | LR | ST2 | | ST4 | RR | RG | RB | RS | RZ |
  26. * `---------------------------------' `------------------------------'
  27. * ,---------------, .---------------.
  28. * | NUM | LA | LO | | RE | RU | NUM |
  29. * `---------------' `---------------'
  30. */
  31. // YOU MUST ORDER THIS!
  32. // P Will return from processing on the first match it finds. Therefore
  33. // PJ Will run the requested action, remove the matched chord and continue
  34. //
  35. // First any chords that would conflict with PJs need to be checked, then PJs, lastly Ps.
  36. // For all chords should be ordered by length in their section!
  37. //
  38. // http://docs.gboards.ca
  39. bool processQwerty(void) {
  40. // Place P's that would be trashed by PJ's here
  41. P( RT | RS | RD | RZ | NUM, SEND_STRING(VERSION); SEND_STRING(__DATE__));
  42. P( NUM | LA | LO | RE | RU, SEND(KC_MPLY));
  43. P( ST1 | ST2 | ST3 | ST4, SEND(KC_BSPC));
  44. // Thumb Chords
  45. P( LA | LO | RE | RU, SEND(KC_CAPS));
  46. P( LA | RU, SEND(KC_ESC));
  47. PJ( LO | RE, SEND(KC_LCTL));
  48. PJ( NUM | LA | RU, SEND(KC_LCTL); SEND(KC_LSFT));
  49. PJ( NUM | LA | RE, SEND(KC_LCTL); SEND(KC_LSFT); SEND(KC_LALT));
  50. // Mods
  51. PJ( RT | RD | RS | RZ, SEND(KC_LGUI));
  52. PJ( RT | RD, SEND(KC_LCTL));
  53. PJ( RS | RZ, SEND(KC_LALT));
  54. PJ( LA | NUM, SEND(KC_LCTL));
  55. PJ( LA | LO, SEND(KC_LALT));
  56. PJ( LO, SEND(KC_LSFT));
  57. // Function Layer
  58. P( FUNCT | RF | RR, SEND(KC_F5));
  59. P( FUNCT | RP | RB, SEND(KC_F6));
  60. P( FUNCT | RL | RG, SEND(KC_F7));
  61. P( FUNCT | RT | RS, SEND(KC_F8));
  62. P( FUNCT | RF, SEND(KC_F1));
  63. P( FUNCT | RP, SEND(KC_F2));
  64. P( FUNCT | RL, SEND(KC_F3));
  65. P( FUNCT | RT, SEND(KC_F4));
  66. P( FUNCT | RR, SEND(KC_F9));
  67. P( FUNCT | RG, SEND(KC_F10));
  68. P( FUNCT | RB, SEND(KC_F11));
  69. P( FUNCT | RS, SEND(KC_F12));
  70. // Movement Layer
  71. P( MOVE | RF, SEND(KC_LEFT));
  72. P( MOVE | RP, SEND(KC_DOWN));
  73. P( MOVE | RL, SEND(KC_UP));
  74. P( MOVE | RT, SEND(KC_RIGHT));
  75. P( MOVE | ST3, SEND(KC_PGUP));
  76. P( MOVE | ST4, SEND(KC_PGDN));
  77. // Media Layer
  78. P( MEDIA | RF, SEND(KC_MPRV));
  79. P( MEDIA | RP, SEND(KC_MPLY));
  80. P( MEDIA | RL, SEND(KC_MPLY));
  81. P( MEDIA | RT, SEND(KC_MNXT));
  82. P( MEDIA | RD, SEND(KC_VOLU));
  83. P( MEDIA | RZ, SEND(KC_VOLD));
  84. P( MEDIA | RS, SEND(KC_MUTE));
  85. // Mouse Keys
  86. P( LP | LH, clickMouse(KC_MS_BTN1));
  87. P( LW | LR, clickMouse(KC_MS_BTN2));
  88. // Number Row
  89. P( NUM | LSU, SEND(KC_1));
  90. P( NUM | LFT, SEND(KC_2));
  91. P( NUM | LP, SEND(KC_3));
  92. P( NUM | LH, SEND(KC_4));
  93. P( NUM | ST1, SEND(KC_5));
  94. P( NUM | ST3, SEND(KC_6));
  95. P( NUM | RF, SEND(KC_7));
  96. P( NUM | RP, SEND(KC_8));
  97. P( NUM | RL, SEND(KC_9));
  98. P( NUM | RT, SEND(KC_0));
  99. P( NUM | LA, SEND(KC_5));
  100. P( NUM | RT, SEND(KC_0));
  101. // Specials
  102. P( LA | NUM, SEND(KC_ESC));
  103. P( RU | NUM, SEND(KC_TAB));
  104. P( RE | RU, SEND(KC_BSPC));
  105. P( RD | RZ, SEND(KC_ENT));
  106. P( RE, SEND(KC_ENT));
  107. P( RD, SEND(KC_BSPC));
  108. P( NUM, SEND(KC_BSPC));
  109. P( LA, SEND(KC_SPC));
  110. P( RU, SEND(KC_SPC));
  111. P( RZ, SEND(KC_ESC));
  112. // Letters
  113. P( LSU | LSD, SEND(KC_A));
  114. P( LFT | LK, SEND(KC_S));
  115. P( LP | LW, SEND(KC_D));
  116. P( LH | LR, SEND(KC_F));
  117. P( ST1 | ST2, SEND(KC_G));
  118. P( ST3 | ST4, SEND(KC_H));
  119. P( RF | RR, SEND(KC_J));
  120. P( RT | RS, SEND(KC_SCLN))
  121. P( RG | RL, SEND(KC_L));
  122. P( RP | RB, SEND(KC_K));
  123. P( LSU, SEND(KC_Q));
  124. P( LSD, SEND(KC_Z));
  125. P( LFT, SEND(KC_W));
  126. P( LK, SEND(KC_X));
  127. P( LP, SEND(KC_E));
  128. P( LW, SEND(KC_C));
  129. P( LH, SEND(KC_R));
  130. P( LR, SEND(KC_V));
  131. P( ST1, SEND(KC_T));
  132. P( ST2, SEND(KC_B));
  133. P( ST3, SEND(KC_Y));
  134. P( ST4, SEND(KC_N));
  135. P( RF, SEND(KC_U));
  136. P( RR, SEND(KC_M));
  137. P( RP, SEND(KC_I));
  138. P( RB, SEND(KC_COMM));
  139. P( RL, SEND(KC_O));
  140. P( RG, SEND(KC_DOT));
  141. P( RT, SEND(KC_P));
  142. P( RS, SEND(KC_SLSH));
  143. // Symbols and Numbers
  144. P( PWR | RE | RU, SEND(KC_ENT));
  145. P( PWR | LA | LO, SEND(KC_SPC));
  146. P( PWR | LP | LW, SEND(KC_LSFT); SEND(KC_9)); // (
  147. P( PWR | LH | LR, SEND(KC_LSFT); SEND(KC_0)); // )
  148. P( PWR | ST1 | ST2, SEND(KC_GRV)); // `
  149. P( PWR | RD | RZ, SEND(KC_ESC));
  150. P( PWR | LSU | LSD, SEND(KC_LSFT); SEND(KC_3)); // #
  151. P( PWR | LFT | LK, SEND(KC_LSFT); SEND(KC_4)); // $
  152. P( PWR | LSU, SEND(KC_LSFT); SEND(KC_1)); // !
  153. P( PWR | LSD, SEND(KC_LSFT); SEND(KC_5)); // %
  154. P( PWR | LFT, SEND(KC_LSFT); SEND(KC_2)); // @
  155. P( PWR | LK, SEND(KC_LSFT); SEND(KC_6)); // ^
  156. P( PWR | LP, SEND(KC_LSFT); SEND(KC_LBRC)); // {
  157. P( PWR | LW, SEND(KC_LBRC));
  158. P( PWR | LH, SEND(KC_LSFT); SEND(KC_RBRC)); // }
  159. P( PWR | LR, SEND(KC_RBRC));
  160. P( PWR | ST1, SEND(KC_LSFT); SEND(KC_BSLS)); // |
  161. P( PWR | ST2, SEND(KC_LSFT); SEND(KC_GRV)); // ~
  162. P( PWR | ST3, SEND(KC_QUOT));
  163. P( PWR | ST4, SEND(KC_LSFT); SEND(KC_QUOT)); // "
  164. P( PWR | RF, SEND(KC_KP_PLUS));
  165. P( PWR | RR, SEND(KC_LSFT); SEND(KC_7)); // &
  166. P( PWR | RP, SEND(KC_MINS));
  167. P( PWR | RB, SEND(KC_EQL));
  168. P( PWR | RL, SEND(KC_SLSH));
  169. P( PWR | RG, SEND(KC_COMM));
  170. P( PWR | RT, SEND(KC_PAST));
  171. P( PWR | RS, SEND(KC_DOT));
  172. P( PWR | RD, SEND(KC_TAB));
  173. P( PWR | LA, SEND(KC_SCLN));
  174. P( PWR | LO, SEND(KC_SLSH));
  175. P( PWR | RE, SEND(KC_SCLN));
  176. P( PWR | RU, SEND(KC_SLSH));
  177. // If we make here, send as a steno chord
  178. // If plover is running we can hook that host side
  179. return false;
  180. }
  181. #define STENO_LAYER 0
  182. #define GAMING 1
  183. #define GAMING_2 2
  184. // "Layers"
  185. // Steno layer should be first in your map.
  186. // When PWR | FN | RR | RG | RB | RS is pressed, the layer is increased to the next map. You must return to STENO_LAYER at the end.
  187. // If you have only a single layer, you must set SINGLELAYER = yes in your rules.mk, otherwise you may experince undefined behaviour
  188. const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  189. // Main layer, everything goes through here
  190. [STENO_LAYER] = LAYOUT_georgi(
  191. STN_FN, STN_S1, STN_TL, STN_PL, STN_HL, STN_ST1, STN_ST3, STN_FR, STN_PR, STN_LR, STN_TR, STN_DR,
  192. STN_PWR, STN_S2, STN_KL, STN_WL, STN_RL, STN_ST2, STN_ST4, STN_RR, STN_BR, STN_GR, STN_SR, STN_ZR,
  193. STN_N1, STN_A, STN_O, STN_E, STN_U, STN_N1)
  194. ,
  195. // Gaming layer with Numpad, Very limited
  196. [GAMING] = LAYOUT_georgi(
  197. KC_LSFT, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_ENT,
  198. KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_DQUO,
  199. KC_LALT, KC_SPC, LT(GAMING_2, KC_ENT), KC_DEL, KC_ASTR, TO(STENO_LAYER)),
  200. [GAMING_2] = LAYOUT_georgi(
  201. KC_LSFT, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS,
  202. KC_LCTL, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_LT, KC_GT, KC_QUES, KC_RSFT,
  203. KC_LALT, KC_SPC, KC_ENT, KC_DEL, KC_ASTR, TO(STENO_LAYER))
  204. };
  205. int getKeymapCount(void) {
  206. return sizeof(keymaps)/sizeof(keymaps[0]);
  207. }