qmk_sweep_skeletyl/keyboards/cospad/keymaps/default/keymap.c

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#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.
enum layers {
_BL = 0,
_FL
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Keymap _BL: (Base Layer) Default Layer
* ,-------------------.
* |Esc |TAB | FN | BS |
* |----|----|----|----|
* | NL | / | * | - |
* |----|----|----|----|
* | 7 | 8 | 9 | |
* |----|----|----| + |
* | 4 | 5 | 6 | |
* |----|----|----|----|
* | 1 | 2 | 3 | |
* |----|----|----| En |
* | 0 | . | |
* `-------------------'
*/
[_BL] = LAYOUT_numpad_6x4(
KC_ESC, KC_TAB, MO(_FL), KC_BSPC, \
KC_NLCK, KC_PSLS, KC_PAST, KC_PMNS, \
KC_P7, KC_P8, KC_P9, \
KC_P4, KC_P5, KC_P6, KC_PPLS, \
KC_P1, KC_P2, KC_P3, \
KC_P0, KC_PDOT, KC_PENT
),
/* Keymap _FL: Function Layer
* ,-------------------.
* |RGBT| | | |
* |----|----|----|----|
* |RGBM|RGBP|BTOG| |
* |----|----|----|----|
* |HUD |HUI |BON | |
* |----|----|----| |
* |SAD |SAI |BOFF| |
* |----|----|----|----|
* |VAD |VAS |BSTP| |
* |----|----|----| |
* | |RST | |
* `-------------------'
*/
[_FL] = LAYOUT_numpad_6x4(
RGB_TOG, _______, _______, _______, \
RGB_MOD, RGB_M_P, BL_TOGG, _______, \
RGB_HUD, RGB_HUI, BL_ON, \
RGB_SAD, RGB_SAI, BL_OFF, _______, \
RGB_VAD, RGB_VAI, BL_STEP, \
_______, RESET, _______
),
};