5 // Each layer gets a name for readability, which is then used in the keymap matrix below.
6 // The underscores don't mean anything - you can have a layer called STUFF or any other name.
7 // Layer names don't all need to be of the same length, obviously, and you can also skip them
8 // entirely and just use numbers.
13 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
14 /* Keymap _BL: (Base Layer) Default Layer
15 * .-------------------.
17 * |-------------------|
21 * |-------------------|
25 * '-------------------'
28 LT(_FL, KC_NLCK), KC_PSLS, KC_PAST, KC_PMNS, \
29 KC_P7, KC_P8, KC_P9, KC_PPLS, \
30 KC_P4, KC_P5, KC_P6, \
31 KC_P1, KC_P2, KC_P3, KC_PENT, \
34 /* Keymap _FL: Function Layer
35 * .-------------------.
37 * |-------------------|
40 * | Fn3|BL_S| Fn2| Fn6|
41 * |-------------------|
45 * '-------------------'
48 LT(_FL, KC_NLCK), KC_TRNS, KC_TRNS, RGB_TOG, \
49 KC_TRNS, RGB_SAI, KC_TRNS, RGB_VAI, \
50 RGB_HUD, BL_STEP, RGB_HUI, \
51 KC_TRNS, RGB_SAD, KC_TRNS, RGB_VAD, \
58 const uint16_t PROGMEM fn_actions[] = {
61 void action_function(keyrecord_t *record, uint8_t id, uint8_t opt) {