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