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.
12 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
13 /* Keymap _BL: (Base Layer) Default Layer
14 * ,-------------------.
15 * |Esc |TAB | FN | BS |
16 * |----|----|----|----|
18 * |----|----|----|----|
20 * |----|----|----| + |
22 * |----|----|----|----|
24 * |----|----|----| En |
26 * `-------------------'
28 [_BL] = LAYOUT_numpad_6x4(
29 KC_ESC, KC_TAB, MO(_FL), KC_BSPC, \
30 KC_NLCK, KC_PSLS, KC_PAST, KC_PMNS, \
31 KC_P7, KC_P8, KC_P9, \
32 KC_P4, KC_P5, KC_P6, KC_PPLS, \
33 KC_P1, KC_P2, KC_P3, \
34 KC_P0, KC_PDOT, KC_PENT
37 /* Keymap _FL: Function Layer
38 * ,-------------------.
40 * |----|----|----|----|
42 * |----|----|----|----|
46 * |----|----|----|----|
50 * `-------------------'
52 [_FL] = LAYOUT_numpad_6x4(
53 RGB_TOG, _______, _______, _______, \
54 RGB_MOD, RGB_M_P, BL_TOGG, _______, \
55 RGB_HUD, RGB_HUI, BL_ON, \
56 RGB_SAD, RGB_SAI, BL_OFF, _______, \
57 RGB_VAD, RGB_VAI, BL_STEP, \
58 _______, RESET, _______