230 lines
8 KiB
C
230 lines
8 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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int getKeymapCount(void);
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// Proper 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 (ST1 | ST2)
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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 | RG | RB | RS | RZ |
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* `---------------------------------' `------------------------------'
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* ,---------------, .---------------.
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* | NUM | LA | LO | | RE | RU | NUM |
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* `---------------' `---------------'
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*/
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// YOU MUST ORDER THIS!
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// P Will return from processing on the first match it finds. Therefore
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// PJ Will run the requested action, remove the matched chord and continue
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//
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// First any chords that would conflict with PJs need to be checked, then PJs, lastly Ps.
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// For all chords should be ordered by length in their section!
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//
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// http://docs.gboards.ca
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bool processQwerty(void) {
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// Place P's that would be trashed by PJ's here
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P( RT | RS | RD | RZ | NUM, SEND_STRING(VERSION); SEND_STRING(__DATE__));
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P( NUM | LA | LO | RE | RU, SEND(KC_MPLY));
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P( ST1 | ST2 | ST3 | ST4, SEND(KC_BSPC));
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// Thumb Chords
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P( LA | LO | RE | RU, SEND(KC_CAPS));
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P( LA | RU, SEND(KC_ESC));
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PJ( LO | RE, SEND(KC_LCTL));
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PJ( NUM | LA | RU, SEND(KC_LCTL); SEND(KC_LSFT));
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PJ( NUM | LA | RE, SEND(KC_LCTL); SEND(KC_LSFT); SEND(KC_LALT));
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// Mods
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PJ( RT | RD | RS | RZ, SEND(KC_LGUI));
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PJ( RT | RD, SEND(KC_LCTL));
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PJ( RS | RZ, SEND(KC_LALT));
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PJ( LA | NUM, SEND(KC_LCTL));
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PJ( LA | LO, SEND(KC_LALT));
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PJ( LO, SEND(KC_LSFT));
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// Function Layer
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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 | 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 | 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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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 | ST3, SEND(KC_PGUP));
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P( MOVE | ST4, SEND(KC_PGDN));
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// Media Layer
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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 | RZ, SEND(KC_VOLD));
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P( MEDIA | RS, SEND(KC_MUTE));
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// Mouse Keys
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P( LP | LH, clickMouse(KC_MS_BTN1));
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P( LW | LR, clickMouse(KC_MS_BTN2));
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// Number Row
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P( NUM | LSU, SEND(KC_1));
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P( NUM | LFT, SEND(KC_2));
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P( NUM | LP, SEND(KC_3));
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P( NUM | LH, SEND(KC_4));
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P( NUM | ST1, SEND(KC_5));
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P( NUM | ST3, SEND(KC_6));
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P( NUM | RF, SEND(KC_7));
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P( NUM | RP, SEND(KC_8));
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P( NUM | RL, SEND(KC_9));
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P( NUM | RT, SEND(KC_0));
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P( NUM | LA, SEND(KC_5));
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P( NUM | RT, SEND(KC_0));
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// Specials
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P( LA | NUM, SEND(KC_ESC));
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P( RU | NUM, SEND(KC_TAB));
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P( RE | RU, SEND(KC_BSPC));
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P( RD | RZ, SEND(KC_ENT));
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P( RE, SEND(KC_ENT));
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P( RD, SEND(KC_BSPC));
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P( NUM, SEND(KC_BSPC));
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P( LA, SEND(KC_SPC));
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P( RU, SEND(KC_SPC));
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P( RZ, SEND(KC_ESC));
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// Letters
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P( LSU | LSD, SEND(KC_A));
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P( LFT | LK, SEND(KC_S));
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P( LP | LW, SEND(KC_D));
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P( LH | LR, SEND(KC_F));
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P( ST1 | ST2, SEND(KC_G));
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P( ST3 | ST4, SEND(KC_H));
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P( RF | RR, SEND(KC_J));
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P( RT | RS, SEND(KC_SCLN))
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P( RG | RL, SEND(KC_L));
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P( RP | RB, SEND(KC_K));
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P( LSU, SEND(KC_Q));
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P( LSD, SEND(KC_Z));
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P( LFT, SEND(KC_W));
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P( LK, SEND(KC_X));
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P( LP, SEND(KC_E));
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P( LW, SEND(KC_C));
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P( LH, SEND(KC_R));
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P( LR, SEND(KC_V));
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P( ST1, SEND(KC_T));
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P( ST2, SEND(KC_B));
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P( ST3, SEND(KC_Y));
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P( ST4, SEND(KC_N));
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P( RF, SEND(KC_U));
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P( RR, SEND(KC_M));
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P( RP, SEND(KC_I));
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P( RB, SEND(KC_COMM));
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P( RL, SEND(KC_O));
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P( RG, SEND(KC_DOT));
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P( RT, SEND(KC_P));
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P( RS, SEND(KC_SLSH));
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// Symbols and Numbers
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P( PWR | RE | RU, SEND(KC_ENT));
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P( PWR | LA | LO, SEND(KC_SPC));
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P( PWR | LP | LW, SEND(KC_LSFT); SEND(KC_9)); // (
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P( PWR | LH | LR, SEND(KC_LSFT); SEND(KC_0)); // )
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P( PWR | ST1 | ST2, SEND(KC_GRV)); // `
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P( PWR | RD | RZ, SEND(KC_ESC));
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P( PWR | LSU | LSD, SEND(KC_LSFT); SEND(KC_3)); // #
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P( PWR | LFT | LK, SEND(KC_LSFT); SEND(KC_4)); // $
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P( PWR | LSU, SEND(KC_LSFT); SEND(KC_1)); // !
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P( PWR | LSD, SEND(KC_LSFT); SEND(KC_5)); // %
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P( PWR | LFT, SEND(KC_LSFT); SEND(KC_2)); // @
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P( PWR | LK, SEND(KC_LSFT); SEND(KC_6)); // ^
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P( PWR | LP, SEND(KC_LSFT); SEND(KC_LBRC)); // {
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P( PWR | LW, SEND(KC_LBRC));
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P( PWR | LH, SEND(KC_LSFT); SEND(KC_RBRC)); // }
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P( PWR | LR, SEND(KC_RBRC));
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P( PWR | ST1, SEND(KC_LSFT); SEND(KC_BSLS)); // |
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P( PWR | ST2, SEND(KC_LSFT); SEND(KC_GRV)); // ~
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P( PWR | ST3, SEND(KC_QUOT));
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P( PWR | ST4, SEND(KC_LSFT); SEND(KC_QUOT)); // "
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P( PWR | RF, SEND(KC_KP_PLUS));
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P( PWR | RR, SEND(KC_LSFT); SEND(KC_7)); // &
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P( PWR | RP, SEND(KC_MINS));
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P( PWR | RB, SEND(KC_EQL));
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P( PWR | RL, SEND(KC_SLSH));
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P( PWR | RG, SEND(KC_COMM));
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P( PWR | RT, SEND(KC_PAST));
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P( PWR | RS, SEND(KC_DOT));
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P( PWR | RD, SEND(KC_TAB));
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P( PWR | LA, SEND(KC_SCLN));
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P( PWR | LO, SEND(KC_SLSH));
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P( PWR | RE, SEND(KC_SCLN));
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P( PWR | RU, SEND(KC_SLSH));
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// If we make here, send as a steno chord
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// If plover is running we can hook that host side
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return false;
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}
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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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// "Layers"
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// Steno layer should be first in your map.
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// 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.
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// If you have only a single layer, you must set SINGLELAYER = yes in your rules.mk, otherwise you may experince undefined behaviour
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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_N1)
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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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[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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int getKeymapCount(void) {
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return sizeof(keymaps)/sizeof(keymaps[0]);
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}
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