1 #include QMK_KEYBOARD_H
3 // Each layer gets a name for readability, which is then used in the keymap matrix below.
4 // The underscores don't mean anything - you can have a layer called STUFF or any other name.
5 // Layer names don't all need to be of the same length, obviously, and you can also skip them
6 // entirely and just use numbers.
10 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
11 /* Keymap _BL: (Base Layer) Default Layer
12 * .-------------------.
14 * |-------------------|
18 * |-------------------|
22 * '-------------------'
24 [_BL] = LAYOUT_numpad_5x4(
25 LT(_FL, KC_NLCK), KC_PSLS, KC_PAST, KC_PMNS, \
26 KC_P7, KC_P8, KC_P9, \
27 KC_P4, KC_P5, KC_P6, KC_PPLS, \
28 KC_P1, KC_P2, KC_P3, \
29 KC_P0, KC_PDOT, KC_PENT \
32 /* Keymap _FL: Function Layer
33 * .-------------------.
35 * |-------------------|
38 * | Fn3|BL_S| Fn2| Fn6|
39 * |-------------------|
43 * '-------------------'
45 [_FL] = LAYOUT_numpad_5x4(
46 LT(_FL, KC_NLCK), _______, _______, RGB_TOG, \
47 _______, RGB_SAI, _______, \
48 RGB_HUD, BL_STEP, RGB_HUI, RGB_VAI, \
49 _______, RGB_SAD, _______, \
50 RGB_MOD, _______, RGB_VAD \