#include QMK_KEYBOARD_H // Each layer gets a name for readability, which is then used in the keymap matrix below. // The underscores don't mean anything - you can have a layer called STUFF or any other name. // Layer names don't all need to be of the same length, obviously, and you can also skip them // entirely and just use numbers. #define _BL 0 #define _FL 1 #define _CL 2 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { /* Keymap _BL: Base Layer (Default Layer) */ [_BL] = LAYOUT( QK_GESC, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_GRV, KC_BSPC, KC_PGUP, KC_TAB, KC_Q, KC_W, KC_F, KC_P, KC_G, KC_J, KC_L, KC_U, KC_Y, KC_SCLN, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGDN, KC_BSPC, KC_A, KC_R, KC_S, KC_T, KC_D, KC_H, KC_N, KC_E, KC_I, KC_O, KC_QUOT, KC_NUHS, KC_ENT, KC_LSFT, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_K, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_INT1, KC_RSFT, KC_UP, KC_LCTL, KC_LGUI, KC_LALT,KC_INT5, KC_SPC,KC_SPC, KC_INT4, KC_RALT, MO(_FL), KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT), /* Keymap _FL: Function Layer */ [_FL] = LAYOUT( KC_GRV, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, KC_CAPS, KC_VOLU, _______, _______, _______,_______,_______,_______,_______,KC_HOME,KC_PGDN,KC_PGUP, KC_END, _______, _______, _______, KC_VOLD, KC_DEL, _______, MO(_CL),_______,_______,_______,_______,KC_LEFT,KC_DOWN,KC_UP, KC_RGHT, _______, _______, _______, _______, _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, KC_PGUP, _______, _______, _______,_______, _______,_______, _______, _______, MO(_FL), _______, KC_HOME, KC_PGDN, KC_END), /* Keymap _CL: Control layer */ [_CL] = LAYOUT( BL_STEP, _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_TOG, RGB_VAI, _______, _______, _______,_______,QK_BOOT,_______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_VAD, _______, _______, MO(_CL),_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, MO(_FL), _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_SAI, _______, _______, _______,_______, RGB_MOD, RGB_MOD, _______, _______, _______, _______, RGB_HUD, RGB_SAD, RGB_HUI), };