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