/* * 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" #include "keymap_steno.h" // Proper Layers #define FUNCT (LSD | LK | LP | LH) #define MEDIA (LSD | LK | LW | LR) #define MOVE (ST1 | ST2) // 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 | BB | 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. // // http://docs.gboards.ca uint32_t processQwerty(bool lookup) { // Specials P( RT | RS | RD | RZ | LNO, SEND_STRING(VERSION); SEND_STRING(__DATE__)); P( LNO | RNO | LA | LO | RE | RU, SEND(KC_MPLY)); P( LFT | LK | LP | LW, REPEAT()); P( ST1 | ST2 | LW | ST4, SEND(KC_BSPC)); // Mouse Keys P( LO | LSD | LK, CLICK_MOUSE(KC_MS_BTN2)); P( LO | LR | LW, CLICK_MOUSE(KC_MS_BTN1)); // Thumb Chords P( LA | LO | RE | RU, SEND(KC_CAPS)); P( LA | RU, SEND(KC_ESC)); P( LO | RE, SEND(KC_LCTL)); P( LNO | RNO | LA | RU, SEND(KC_LCTL); SEND(KC_LSFT)); P( LNO | LA | RE, SEND(KC_LCTL); SEND(KC_LSFT); SEND(KC_LALT)); // Mods P( RT | RD | RS | RZ, SEND(KC_LGUI)); P( RT | RD, SEND(KC_LCTL)); P( RS | RZ, SEND(KC_LALT)); P( LA | LNO, SEND(KC_LCTL)); P( LA | LO, SEND(KC_LALT)); P( LO, SEND(KC_LSFT)); // Function Layer 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 | RF, SEND(KC_F1)); P( FUNCT | RP, SEND(KC_F2)); P( FUNCT | RL, SEND(KC_F3)); P( FUNCT | RT, SEND(KC_F4)); 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 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 | ST3, SEND(KC_PGUP)); P( MOVE | ST4, SEND(KC_PGDN)); // Media Layer 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 | RZ, SEND(KC_VOLD)); P( MEDIA | RS, SEND(KC_MUTE)); // Number Row, Left P( LNO | LSU, SEND(KC_1)); P( LNO | LFT, SEND(KC_2)); P( LNO | LP, SEND(KC_3)); P( LNO | LH, SEND(KC_4)); P( LNO | ST1, SEND(KC_5)); P( LNO | ST3, SEND(KC_6)); P( LNO | RF, SEND(KC_7)); P( LNO | RP, SEND(KC_8)); P( LNO | RL, SEND(KC_9)); P( LNO | RT, SEND(KC_0)); // Number Row, Right P( RNO | LSU, SEND(KC_1)); P( RNO | LFT, SEND(KC_2)); P( RNO | LP, SEND(KC_3)); P( RNO | LH, SEND(KC_4)); P( RNO | ST1, SEND(KC_5)); P( RNO | ST3, SEND(KC_6)); P( RNO | RF, SEND(KC_7)); P( RNO | RP, SEND(KC_8)); P( RNO | RL, SEND(KC_9)); P( RNO | RT, SEND(KC_0)); P( RNO | LA, SEND(KC_5)); // Specials P( RU | RNO, SEND(KC_TAB)); P( RE | RU, SEND(KC_BSPC)); P( RD | RZ, SEND(KC_ENT)); P( RE, SEND(KC_ENT)); P( RD, SEND(KC_BSPC)); P( LNO, SEND(KC_BSPC)); P( RNO, SEND(KC_BSPC)); P( LA, SEND(KC_SPC)); P( RU, SEND(KC_SPC)); P( RZ, SEND(KC_ESC)); // Symbols and Numbers P( PWR | RE | RU, SEND(KC_ENT)); P( PWR | LA | LO, SEND(KC_SPC)); P( PWR | LP | LW, SEND(KC_LSFT); SEND(KC_9)); // ( P( PWR | LH | LR, SEND(KC_LSFT); SEND(KC_0)); // ) P( PWR | ST1 | ST2, SEND(KC_GRV)); // ` P( PWR | RD | RZ, SEND(KC_ESC)); P( PWR | LSU | LSD, SEND(KC_LSFT); SEND(KC_3)); // # P( PWR | LFT | LK, SEND(KC_LSFT); SEND(KC_4)); // $ P( PWR | LSU, SEND(KC_LSFT); SEND(KC_1)); // ! P( PWR | LSD, SEND(KC_LSFT); SEND(KC_5)); // % P( PWR | LFT, SEND(KC_LSFT); SEND(KC_2)); // @ P( PWR | LK, SEND(KC_LSFT); SEND(KC_6)); // ^ P( PWR | LP, SEND(KC_LSFT); SEND(KC_LBRC)); // { P( PWR | LW, SEND(KC_LBRC)); P( PWR | LH, SEND(KC_LSFT); SEND(KC_RBRC)); // } P( PWR | LR, SEND(KC_RBRC)); P( PWR | ST1, SEND(KC_LSFT); SEND(KC_BSLS)); // | P( PWR | ST2, SEND(KC_LSFT); SEND(KC_GRV)); // ~ P( PWR | ST3, SEND(KC_QUOT)); P( PWR | ST4, SEND(KC_LSFT); SEND(KC_QUOT)); // " P( PWR | RF, SEND(KC_KP_PLUS)); P( PWR | RR, SEND(KC_LSFT); SEND(KC_7)); // & P( PWR | RP, SEND(KC_MINS)); P( PWR | RB, SEND(KC_EQL)); P( PWR | RL, SEND(KC_SLSH)); P( PWR | RG, SEND(KC_COMM)); P( PWR | RT, SEND(KC_PAST)); P( PWR | RS, SEND(KC_DOT)); P( PWR | RD, SEND(KC_TAB)); P( PWR | LA, SEND(KC_LSFT)); P( PWR | LO, SEND(KC_SLSH)); P( PWR | RE, SEND(KC_SCLN)); P( PWR | RU, SEND(KC_BSLS)); P( PWR | LNO, SEND(KC_BSLS)); // Letters P( LSU | LSD, SEND(KC_A)); P( LFT | LK, SEND(KC_S)); P( LP | LW, SEND(KC_D)); P( LH | LR, SEND(KC_F)); P( ST1 | ST2, SEND(KC_G)); P( ST3 | ST4, SEND(KC_H)); P( RF | RR, SEND(KC_J)); P( RT | RS, SEND(KC_SCLN)); P( RG | RL, SEND(KC_L)); P( RP | RB, SEND(KC_K)); P( LSU, SEND(KC_Q)); P( LSD, SEND(KC_Z)); P( LFT, SEND(KC_W)); P( LK, SEND(KC_X)); P( LP, SEND(KC_E)); P( LW, SEND(KC_C)); P( LH, SEND(KC_R)); P( LR, SEND(KC_V)); P( ST1, SEND(KC_T)); P( ST2, SEND(KC_B)); P( ST3, SEND(KC_Y)); P( ST4, SEND(KC_N)); P( RF, SEND(KC_U)); P( RR, SEND(KC_M)); P( RP, SEND(KC_I)); P( RB, SEND(KC_COMM)); P( RL, SEND(KC_O)); P( RG, SEND(KC_DOT)); P( RT, SEND(KC_P)); P( RS, SEND(KC_SLSH)); P( RNO, SEND(KC_BSPC)); P( LNO, SEND(KC_BSPC)); 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_A, STN_O, STN_N1, STN_N7, STN_E, STN_U ), // 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 = sizeof(keymaps)/sizeof(keymaps[0]);