3 #include "action_layer.h"
6 extern keymap_config_t keymap_config;
8 // Each layer gets a name for readability, which is then used in the keymap matrix below.
9 // The underscores don't mean anything - you can have a layer called STUFF or any other name.
10 // Layer names don't all need to be of the same length, obviously, and you can also skip them
11 // entirely and just use numbers.
26 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
27 [_LAYER0] = {{KC_A, KC_B, KC_C}, {KC_D, KC_E, KC_F}, {KC_G, KC_H, KC_I}, {KC_NO, KC_NO, KC_J}},
28 [_LAYER1] = {{KC_A, KC_B, KC_C}, {KC_D, KC_E, KC_F}, {KC_G, KC_H, KC_I}, {KC_NO, KC_NO, KC_J}},
29 [_LAYER2] = {{KC_A, KC_B, KC_C}, {KC_D, KC_E, KC_F}, {KC_G, KC_H, KC_I}, {KC_NO, KC_NO, KC_J}},
30 [_LAYER3] = {{KC_A, KC_B, KC_C}, {KC_D, KC_E, KC_F}, {KC_G, KC_H, KC_I}, {KC_NO, KC_NO, KC_J}},
31 [_LAYER4] = {{KC_A, KC_B, KC_C}, {KC_D, KC_E, KC_F}, {KC_G, KC_H, KC_I}, {KC_NO, KC_NO, KC_J}},
32 [_LAYER5] = {{KC_A, KC_B, KC_C}, {KC_D, KC_E, KC_F}, {KC_G, KC_H, KC_I}, {KC_NO, KC_NO, KC_J}},
33 [_LAYER6] = {{KC_A, KC_B, KC_C}, {KC_D, KC_E, KC_F}, {KC_G, KC_H, KC_I}, {KC_NO, KC_NO, KC_J}},
34 [_LAYER7] = {{KC_A, KC_B, KC_C}, {KC_D, KC_E, KC_F}, {KC_G, KC_H, KC_I}, {KC_NO, KC_NO, KC_J}},
35 [_LAYER8] = {{KC_A, KC_B, KC_C}, {KC_D, KC_E, KC_F}, {KC_G, KC_H, KC_I}, {KC_NO, KC_NO, KC_J}},
36 [_LAYER9] = {{KC_A, KC_B, KC_C}, {KC_D, KC_E, KC_F}, {KC_G, KC_H, KC_I}, {KC_NO, KC_NO, KC_J}}
39 void matrix_init_user(void) {
40 #ifdef BACKLIGHT_ENABLE