9632360caa
* Add ARRAY_SIZE and CEILING utility macros * Apply a coccinelle patch to use ARRAY_SIZE * fix up some straggling items * Fix 'make test:secure' * Enhance ARRAY_SIZE macro to reject acting on pointers The previous definition would not produce a diagnostic for ``` int *p; size_t num_elem = ARRAY_SIZE(p) ``` but the new one will. * explicitly get definition of ARRAY_SIZE * Convert to ARRAY_SIZE when const is involved The following spatch finds additional instances where the array is const and the division is by the size of the type, not the size of the first element: ``` @ rule5a using "empty.iso" @ type T; const T[] E; @@ - (sizeof(E)/sizeof(T)) + ARRAY_SIZE(E) @ rule6a using "empty.iso" @ type T; const T[] E; @@ - sizeof(E)/sizeof(T) + ARRAY_SIZE(E) ``` * New instances of ARRAY_SIZE added since initial spatch run * Use `ARRAY_SIZE` in docs (found by grep) * Manually use ARRAY_SIZE hs_set is expected to be the same size as uint16_t, though it's made of two 8-bit integers * Just like char, sizeof(uint8_t) is guaranteed to be 1 This is at least true on any plausible system where qmk is actually used. Per my understanding it's universally true, assuming that uint8_t exists: https://stackoverflow.com/questions/48655310/can-i-assume-that-sizeofuint8-t-1 * Run qmk-format on core C files touched in this branch Co-authored-by: Stefan Kerkmann <karlk90@pm.me>
247 lines
9.5 KiB
C
247 lines
9.5 KiB
C
/*
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* Good on you for modifying your layout, this is the most nonQMK layout you will come across
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* There are three modes, Steno (the default), QWERTY (Toggleable) and a Momentary symbol layer
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*
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* Don't modify the steno layer directly, instead add chords using the keycodes and macros
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* from sten.h to the layout you want to modify.
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*
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* Observe the comment above processQWERTY!
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*
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* http://docs.gboards.ca
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*/
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#include QMK_KEYBOARD_H
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#include "sten.h"
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#include "keymap_steno.h"
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// Proper Layers
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#define FUNCT (LSD | LK | LP | LH)
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#define MEDIA (LSD | LK | LW | LR)
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#define MOVE (ST1 | ST2)
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// QMK Layers
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#define STENO_LAYER 0
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#define GAMING 1
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#define GAMING_2 2
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/* Keyboard Layout
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* ,---------------------------------. ,------------------------------.
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* | FN | LSU | LFT | LP | LH | ST1 | | ST3 | RF | RP | RL | RT | RD |
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* |-----+-----+-----+----+----|-----| |-----|----+----+----+----+----|
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* | PWR | LSD | LK | LW | LR | ST2 | | ST4 | RR | BB | RG | RS | RZ |
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* `---------------------------------' `------------------------------'
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* ,---------------, .---------------.
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* | LNO | LA | LO | | RE | RU | RNO |
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* `---------------' `---------------'
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*/
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// Note: You can only use basic keycodes here!
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// P() is just a wrapper to make your life easier.
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// PC() applies the mapping to all of the StenoLayers.
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// To overload, declare it with P() first.
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// Be sure to enable in rules.mk and see colemak-dh for usage
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//
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// FN is unavailable. That is reserved for system use.
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// Chords containing PWR are always available, even in steno mode.
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//
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// http://docs.gboards.ca
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uint32_t processQwerty(bool lookup) {
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// Specials
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P( RT | RS | RD | RZ | LNO, SEND_STRING(VERSION); SEND_STRING(__DATE__));
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P( LNO | RNO | LA | LO | RE | RU, SEND(KC_MPLY));
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P( LFT | LK | LP | LW, REPEAT());
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P( ST1 | ST2 | LW | ST4, SEND(KC_BSPC));
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// Mouse Keys
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P( LO | LSD | LK, CLICK_MOUSE(KC_MS_BTN2));
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P( LO | LR | LW, CLICK_MOUSE(KC_MS_BTN1));
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// Thumb Chords
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P( LA | LO | RE | RU, SEND(KC_CAPS));
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P( LA | RU, SEND(KC_ESC));
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P( LO | RE, SEND(KC_LCTL));
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P( LNO | RNO | LA | RU, SEND(KC_LCTL); SEND(KC_LSFT));
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P( LNO | LA | RE, SEND(KC_LCTL); SEND(KC_LSFT); SEND(KC_LALT));
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// Mods
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P( RT | RD | RS | RZ, SEND(KC_LGUI));
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P( RT | RD, SEND(KC_LCTL));
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P( RS | RZ, SEND(KC_LALT));
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P( LA | LNO, SEND(KC_LCTL));
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P( LA | LO, SEND(KC_LALT));
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P( LO, SEND(KC_LSFT));
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// Function Layer
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P( FUNCT | RF | RR, SEND(KC_F5));
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P( FUNCT | RP | RB, SEND(KC_F6));
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P( FUNCT | RL | RG, SEND(KC_F7));
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P( FUNCT | RT | RS, SEND(KC_F8));
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P( FUNCT | RF, SEND(KC_F1));
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P( FUNCT | RP, SEND(KC_F2));
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P( FUNCT | RL, SEND(KC_F3));
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P( FUNCT | RT, SEND(KC_F4));
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P( FUNCT | RR, SEND(KC_F9));
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P( FUNCT | RG, SEND(KC_F10));
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P( FUNCT | RB, SEND(KC_F11));
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P( FUNCT | RS, SEND(KC_F12));
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// Movement Layer
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P( MOVE | RF, SEND(KC_LEFT));
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P( MOVE | RP, SEND(KC_DOWN));
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P( MOVE | RL, SEND(KC_UP));
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P( MOVE | RT, SEND(KC_RIGHT));
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P( MOVE | ST3, SEND(KC_PGUP));
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P( MOVE | ST4, SEND(KC_PGDN));
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// Media Layer
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P( MEDIA | RF, SEND(KC_MPRV));
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P( MEDIA | RP, SEND(KC_MPLY));
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P( MEDIA | RL, SEND(KC_MPLY));
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P( MEDIA | RT, SEND(KC_MNXT));
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P( MEDIA | RD, SEND(KC_VOLU));
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P( MEDIA | RZ, SEND(KC_VOLD));
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P( MEDIA | RS, SEND(KC_MUTE));
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// Number Row, Left
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P( LNO | LSU, SEND(KC_1));
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P( LNO | LFT, SEND(KC_2));
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P( LNO | LP, SEND(KC_3));
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P( LNO | LH, SEND(KC_4));
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P( LNO | ST1, SEND(KC_5));
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P( LNO | ST3, SEND(KC_6));
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P( LNO | RF, SEND(KC_7));
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P( LNO | RP, SEND(KC_8));
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P( LNO | RL, SEND(KC_9));
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P( LNO | RT, SEND(KC_0));
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// Number Row, Right
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P( RNO | LSU, SEND(KC_1));
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P( RNO | LFT, SEND(KC_2));
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P( RNO | LP, SEND(KC_3));
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P( RNO | LH, SEND(KC_4));
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P( RNO | ST1, SEND(KC_5));
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P( RNO | ST3, SEND(KC_6));
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P( RNO | RF, SEND(KC_7));
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P( RNO | RP, SEND(KC_8));
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P( RNO | RL, SEND(KC_9));
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P( RNO | RT, SEND(KC_0));
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P( RNO | LA, SEND(KC_5));
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// Specials
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P( RU | RNO, SEND(KC_TAB));
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P( RE | RU, SEND(KC_BSPC));
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P( RD | RZ, SEND(KC_ENT));
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P( RE, SEND(KC_ENT));
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P( RD, SEND(KC_BSPC));
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P( LNO, SEND(KC_BSPC));
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P( RNO, SEND(KC_BSPC));
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P( LA, SEND(KC_SPC));
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P( RU, SEND(KC_SPC));
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P( RZ, SEND(KC_ESC));
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// Symbols and Numbers
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P( PWR | RE | RU, SEND(KC_ENT));
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P( PWR | LA | LO, SEND(KC_SPC));
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P( PWR | LP | LW, SEND(KC_LSFT); SEND(KC_9)); // (
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P( PWR | LH | LR, SEND(KC_LSFT); SEND(KC_0)); // )
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P( PWR | ST1 | ST2, SEND(KC_GRV)); // `
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P( PWR | RD | RZ, SEND(KC_ESC));
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P( PWR | LSU | LSD, SEND(KC_LSFT); SEND(KC_3)); // #
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P( PWR | LFT | LK, SEND(KC_LSFT); SEND(KC_4)); // $
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P( PWR | LSU, SEND(KC_LSFT); SEND(KC_1)); // !
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P( PWR | LSD, SEND(KC_LSFT); SEND(KC_5)); // %
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P( PWR | LFT, SEND(KC_LSFT); SEND(KC_2)); // @
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P( PWR | LK, SEND(KC_LSFT); SEND(KC_6)); // ^
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P( PWR | LP, SEND(KC_LSFT); SEND(KC_LBRC)); // {
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P( PWR | LW, SEND(KC_LBRC));
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P( PWR | LH, SEND(KC_LSFT); SEND(KC_RBRC)); // }
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P( PWR | LR, SEND(KC_RBRC));
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P( PWR | ST1, SEND(KC_LSFT); SEND(KC_BSLS)); // |
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P( PWR | ST2, SEND(KC_LSFT); SEND(KC_GRV)); // ~
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P( PWR | ST3, SEND(KC_QUOT));
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P( PWR | ST4, SEND(KC_LSFT); SEND(KC_QUOT)); // "
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P( PWR | RF, SEND(KC_KP_PLUS));
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P( PWR | RR, SEND(KC_LSFT); SEND(KC_7)); // &
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P( PWR | RP, SEND(KC_MINS));
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P( PWR | RB, SEND(KC_EQL));
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P( PWR | RL, SEND(KC_SLSH));
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P( PWR | RG, SEND(KC_COMM));
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P( PWR | RT, SEND(KC_PAST));
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P( PWR | RS, SEND(KC_DOT));
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P( PWR | RD, SEND(KC_TAB));
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P( PWR | LA, SEND(KC_LSFT));
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P( PWR | LO, SEND(KC_SLSH));
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P( PWR | RE, SEND(KC_SCLN));
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P( PWR | RU, SEND(KC_BSLS));
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P( PWR | LNO, SEND(KC_BSLS));
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P( PWR | RF | RR, SEND(KC_LEFT));
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P( PWR | RP | RB, SEND(KC_DOWN));
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P( PWR | RL | RG, SEND(KC_UP));
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P( PWR | RT | RS, SEND(KC_RIGHT));
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// Letters
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P( LSU | LSD, SEND(KC_A));
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P( LFT | LK, SEND(KC_S));
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P( LP | LW, SEND(KC_D));
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P( LH | LR, SEND(KC_F));
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P( ST1 | ST2, SEND(KC_G));
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P( ST3 | ST4, SEND(KC_H));
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P( RF | RR, SEND(KC_J));
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P( RT | RS, SEND(KC_SCLN));
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P( RG | RL, SEND(KC_L));
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P( RP | RB, SEND(KC_K));
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P( LSU, SEND(KC_Q));
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P( LSD, SEND(KC_Z));
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P( LFT, SEND(KC_W));
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P( LK, SEND(KC_X));
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P( LP, SEND(KC_E));
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P( LW, SEND(KC_C));
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P( LH, SEND(KC_R));
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P( LR, SEND(KC_V));
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P( ST1, SEND(KC_T));
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P( ST2, SEND(KC_B));
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P( ST3, SEND(KC_Y));
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P( ST4, SEND(KC_N));
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P( RF, SEND(KC_U));
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P( RR, SEND(KC_M));
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P( RP, SEND(KC_I));
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P( RB, SEND(KC_COMM));
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P( RL, SEND(KC_O));
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P( RG, SEND(KC_DOT));
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P( RT, SEND(KC_P));
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P( RS, SEND(KC_SLSH));
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P( RNO, SEND(KC_BSPC));
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P( LNO, SEND(KC_BSPC));
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return 0;
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}
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// "Layers"
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// Steno layer should be first in your map.
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// When PWR | FN | ST3 | ST4 is pressed, the layer is increased to the next map. You must return to STENO_LAYER at the end.
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// If you need more space for chords, remove the two gaming layers.
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// Note: If using NO_ACTION_TAPPING, LT will not work!
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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// Main layer, everything goes through here
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[STENO_LAYER] = LAYOUT_georgi(
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STN_FN, STN_S1, STN_TL, STN_PL, STN_HL, STN_ST1, STN_ST3, STN_FR, STN_PR, STN_LR, STN_TR, STN_DR,
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STN_PWR, STN_S2, STN_KL, STN_WL, STN_RL, STN_ST2, STN_ST4, STN_RR, STN_BR, STN_GR, STN_SR, STN_ZR,
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STN_N1, STN_A, STN_O, STN_E, STN_U, STN_N7
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),
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// Gaming layer with Numpad, Very limited
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[GAMING] = LAYOUT_georgi(
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KC_LSFT, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_ENT,
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KC_LCTL, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_DQUO,
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KC_LALT, KC_SPC, LT(GAMING_2, KC_ENT), KC_DEL, KC_ASTR, TO(STENO_LAYER)
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),
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[GAMING_2] = LAYOUT_georgi(
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KC_LSFT, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS,
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KC_LCTL, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_LT, KC_GT, KC_QUES, KC_RSFT,
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KC_LALT, KC_SPC, KC_ENT, KC_DEL, KC_ASTR, TO(STENO_LAYER)
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)
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};
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// Don't fuck with this, thanks.
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size_t keymapsCount = ARRAY_SIZE(keymaps);
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