qmk-keychron-q3-colemak-dh/keyboards/georgi/keymaps/colemak-dh/keymap.c

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/*
* 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"
#define IGNORE_MOD_TAP_INTERRUPT
// 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_BSLASH));
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 = sizeof(keymaps)/sizeof(keymaps[0]);
size_t stenoLayerCount = sizeof(stenoLayers)/sizeof(stenoLayers[0]);