qmk_sweep_skeletyl/keyboards/m10a/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 {
_LAYER0,
_LAYER1,
_LAYER2,
_LAYER3,
_LAYER4,
_LAYER5,
_LAYER6,
_LAYER7,
_LAYER8,
_LAYER9
};
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
[_LAYER0] = LAYOUT(KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G, KC_H, KC_I, KC_NO, KC_NO, KC_J),
[_LAYER1] = LAYOUT(KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G, KC_H, KC_I, KC_NO, KC_NO, KC_J),
[_LAYER2] = LAYOUT(KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G, KC_H, KC_I, KC_NO, KC_NO, KC_J),
[_LAYER3] = LAYOUT(KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G, KC_H, KC_I, KC_NO, KC_NO, KC_J),
[_LAYER4] = LAYOUT(KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G, KC_H, KC_I, KC_NO, KC_NO, KC_J),
[_LAYER5] = LAYOUT(KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G, KC_H, KC_I, KC_NO, KC_NO, KC_J),
[_LAYER6] = LAYOUT(KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G, KC_H, KC_I, KC_NO, KC_NO, KC_J),
[_LAYER7] = LAYOUT(KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G, KC_H, KC_I, KC_NO, KC_NO, KC_J),
[_LAYER8] = LAYOUT(KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G, KC_H, KC_I, KC_NO, KC_NO, KC_J),
[_LAYER9] = LAYOUT(KC_A, KC_B, KC_C, KC_D, KC_E, KC_F, KC_G, KC_H, KC_I, KC_NO, KC_NO, KC_J)
};
void matrix_init_user(void) {
#ifdef BACKLIGHT_ENABLE
backlight_level(0);
#endif
}