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
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.
8 * Observe the comment above processQWERTY!
10 * http://docs.gboards.ca
13 #include QMK_KEYBOARD_H
15 #include "keymap_steno.h"
16 #define IGNORE_MOD_TAP_INTERRUPT
19 #define FUNCT (LSD | LK | LP | LH)
20 #define MEDIA (LSD | LK | LW | LR)
21 #define MOVE (ST1 | ST2)
29 * ,---------------------------------. ,------------------------------.
30 * | FN | LSU | LFT | LP | LH | ST1 | | ST3 | RF | RP | RL | RT | RD |
31 * |-----+-----+-----+----+----|-----| |-----|----+----+----+----+----|
32 * | PWR | LSD | LK | LW | LR | ST2 | | ST4 | RR | BB | RG | RS | RZ |
33 * `---------------------------------' `------------------------------'
34 * ,---------------, .---------------.
35 * | LNO | LA | LO | | RE | RU | RNO |
36 * `---------------' `---------------'
39 // Note: You can only use basic keycodes here!
40 // P() is just a wrapper to make your life easier.
42 // http://docs.gboards.ca
43 uint32_t processQwerty(bool lookup) {
45 P( RT | RS | RD | RZ | LNO, SEND_STRING(VERSION); SEND_STRING(__DATE__));
46 P( LNO | RNO | LA | LO | RE | RU, SEND(KC_MPLY));
47 P( LFT | LK | LP | LW, REPEAT());
48 P( ST1 | ST2 | LW | ST4, SEND(KC_BSPC));
51 P( LO | LSD | LK, CLICK_MOUSE(KC_MS_BTN2));
52 P( LO | LR | LW, CLICK_MOUSE(KC_MS_BTN1));
55 P( LA | LO | RE | RU, SEND(KC_CAPS));
56 P( LA | RU, SEND(KC_ESC));
57 P( LO | RE, SEND(KC_LCTL));
58 P( LNO | RNO | LA | RU, SEND(KC_LCTL); SEND(KC_LSFT));
59 P( LNO | LA | RE, SEND(KC_LCTL); SEND(KC_LSFT); SEND(KC_LALT));
62 P( RT | RD | RS | RZ, SEND(KC_LGUI));
63 P( RT | RD, SEND(KC_LCTL));
64 P( RS | RZ, SEND(KC_LALT));
65 P( LA | LNO, SEND(KC_LCTL));
66 P( LA | LO, SEND(KC_LALT));
67 P( LO, SEND(KC_LSFT));
70 P( FUNCT | RF | RR, SEND(KC_F5));
71 P( FUNCT | RP | RB, SEND(KC_F6));
72 P( FUNCT | RL | RG, SEND(KC_F7));
73 P( FUNCT | RT | RS, SEND(KC_F8));
74 P( FUNCT | RF, SEND(KC_F1));
75 P( FUNCT | RP, SEND(KC_F2));
76 P( FUNCT | RL, SEND(KC_F3));
77 P( FUNCT | RT, SEND(KC_F4));
78 P( FUNCT | RR, SEND(KC_F9));
79 P( FUNCT | RG, SEND(KC_F10));
80 P( FUNCT | RB, SEND(KC_F11));
81 P( FUNCT | RS, SEND(KC_F12));
84 P( MOVE | RF, SEND(KC_LEFT));
85 P( MOVE | RP, SEND(KC_DOWN));
86 P( MOVE | RL, SEND(KC_UP));
87 P( MOVE | RT, SEND(KC_RIGHT));
88 P( MOVE | ST3, SEND(KC_PGUP));
89 P( MOVE | ST4, SEND(KC_PGDN));
92 P( MEDIA | RF, SEND(KC_MPRV));
93 P( MEDIA | RP, SEND(KC_MPLY));
94 P( MEDIA | RL, SEND(KC_MPLY));
95 P( MEDIA | RT, SEND(KC_MNXT));
96 P( MEDIA | RD, SEND(KC_VOLU));
97 P( MEDIA | RZ, SEND(KC_VOLD));
98 P( MEDIA | RS, SEND(KC_MUTE));
101 P( LNO | LSU, SEND(KC_1));
102 P( LNO | LFT, SEND(KC_2));
103 P( LNO | LP, SEND(KC_3));
104 P( LNO | LH, SEND(KC_4));
105 P( LNO | ST1, SEND(KC_5));
106 P( LNO | ST3, SEND(KC_6));
107 P( LNO | RF, SEND(KC_7));
108 P( LNO | RP, SEND(KC_8));
109 P( LNO | RL, SEND(KC_9));
110 P( LNO | RT, SEND(KC_0));
113 P( RNO | LSU, SEND(KC_1));
114 P( RNO | LFT, SEND(KC_2));
115 P( RNO | LP, SEND(KC_3));
116 P( RNO | LH, SEND(KC_4));
117 P( RNO | ST1, SEND(KC_5));
118 P( RNO | ST3, SEND(KC_6));
119 P( RNO | RF, SEND(KC_7));
120 P( RNO | RP, SEND(KC_8));
121 P( RNO | RL, SEND(KC_9));
122 P( RNO | RT, SEND(KC_0));
123 P( RNO | LA, SEND(KC_5));
126 P( RU | RNO, SEND(KC_TAB));
127 P( RE | RU, SEND(KC_BSPC));
128 P( RD | RZ, SEND(KC_ENT));
129 P( RE, SEND(KC_ENT));
130 P( RD, SEND(KC_BSPC));
131 P( LNO, SEND(KC_BSPC));
132 P( RNO, SEND(KC_BSPC));
133 P( LA, SEND(KC_SPC));
134 P( RU, SEND(KC_SPC));
135 P( RZ, SEND(KC_ESC));
137 // Symbols and Numbers
138 P( PWR | RE | RU, SEND(KC_ENT));
139 P( PWR | LA | LO, SEND(KC_SPC));
140 P( PWR | LP | LW, SEND(KC_LSFT); SEND(KC_9)); // (
141 P( PWR | LH | LR, SEND(KC_LSFT); SEND(KC_0)); // )
142 P( PWR | ST1 | ST2, SEND(KC_GRV)); // `
143 P( PWR | RD | RZ, SEND(KC_ESC));
144 P( PWR | LSU | LSD, SEND(KC_LSFT); SEND(KC_3)); // #
145 P( PWR | LFT | LK, SEND(KC_LSFT); SEND(KC_4)); // $
146 P( PWR | LSU, SEND(KC_LSFT); SEND(KC_1)); // !
147 P( PWR | LSD, SEND(KC_LSFT); SEND(KC_5)); // %
148 P( PWR | LFT, SEND(KC_LSFT); SEND(KC_2)); // @
149 P( PWR | LK, SEND(KC_LSFT); SEND(KC_6)); // ^
150 P( PWR | LP, SEND(KC_LSFT); SEND(KC_LBRC)); // {
151 P( PWR | LW, SEND(KC_LBRC));
152 P( PWR | LH, SEND(KC_LSFT); SEND(KC_RBRC)); // }
153 P( PWR | LR, SEND(KC_RBRC));
154 P( PWR | ST1, SEND(KC_LSFT); SEND(KC_BSLS)); // |
155 P( PWR | ST2, SEND(KC_LSFT); SEND(KC_GRV)); // ~
156 P( PWR | ST3, SEND(KC_QUOT));
157 P( PWR | ST4, SEND(KC_LSFT); SEND(KC_QUOT)); // "
158 P( PWR | RF, SEND(KC_KP_PLUS));
159 P( PWR | RR, SEND(KC_LSFT); SEND(KC_7)); // &
160 P( PWR | RP, SEND(KC_MINS));
161 P( PWR | RB, SEND(KC_EQL));
162 P( PWR | RL, SEND(KC_SLSH));
163 P( PWR | RG, SEND(KC_COMM));
164 P( PWR | RT, SEND(KC_PAST));
165 P( PWR | RS, SEND(KC_DOT));
166 P( PWR | RD, SEND(KC_TAB));
167 P( PWR | LA, SEND(KC_LSFT));
168 P( PWR | LO, SEND(KC_SLSH));
169 P( PWR | RE, SEND(KC_SCLN));
170 P( PWR | RU, SEND(KC_BSLS));
171 P( PWR | LNO, SEND(KC_BSLS));
174 P( LSU | LSD, SEND(KC_A));
175 P( LFT | LK, SEND(KC_S));
176 P( LP | LW, SEND(KC_D));
177 P( LH | LR, SEND(KC_F));
178 P( ST1 | ST2, SEND(KC_G));
179 P( ST3 | ST4, SEND(KC_H));
180 P( RF | RR, SEND(KC_J));
181 P( RT | RS, SEND(KC_SCLN));
182 P( RG | RL, SEND(KC_L));
183 P( RP | RB, SEND(KC_K));
199 P( RB, SEND(KC_COMM));
201 P( RG, SEND(KC_DOT));
203 P( RS, SEND(KC_SLSH));
204 P( RNO, SEND(KC_BSPC));
205 P( LNO, SEND(KC_BSPC));
211 // Steno layer should be first in your map.
212 // When PWR | FN | ST3 | ST4 is pressed, the layer is increased to the next map. You must return to STENO_LAYER at the end.
213 // If you need more space for chords, remove the two gaming layers.
214 // Note: If using NO_ACTION_TAPPING, LT will not work!
216 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
217 // Main layer, everything goes through here
218 [STENO_LAYER] = LAYOUT_georgi(
219 STN_FN, STN_S1, STN_TL, STN_PL, STN_HL, STN_ST1, STN_ST3, STN_FR, STN_PR, STN_LR, STN_TR, STN_DR,
220 STN_PWR, STN_S2, STN_KL, STN_WL, STN_RL, STN_ST2, STN_ST4, STN_RR, STN_BR, STN_GR, STN_SR, STN_ZR,
221 STN_N1, STN_A, STN_O, STN_E, STN_U, STN_N7
223 // Gaming layer with Numpad, Very limited
224 [GAMING] = LAYOUT_georgi(
225 KC_LSFT, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_ENT,
226 KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_DQUO,
227 KC_LALT, KC_SPC, LT(GAMING_2, KC_ENT), KC_DEL, KC_ASTR, TO(STENO_LAYER)
230 [GAMING_2] = LAYOUT_georgi(
231 KC_LSFT, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS,
232 KC_LCTL, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_LT, KC_GT, KC_QUES, KC_RSFT,
233 KC_LALT, KC_SPC, KC_ENT, KC_DEL, KC_ASTR, TO(STENO_LAYER)
237 // Don't fuck with this, thanks.
238 size_t keymapsCount = sizeof(keymaps)/sizeof(keymaps[0]);