#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. #define _BL 0 #define _FL 1 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { /* Keymap _BL: (Base Layer) Default Layer * .-------------------. * |NL F| /| *| -| * |-------------------| * | 7| 8| 9| | * |--------------| | * | 4| 5| 6| +| * |-------------------| * | 1| 2| 3| | * |--------------| | * | 0| .| Ent| * '-------------------' */ [_BL] = LAYOUT_numpad_5x4( LT(_FL, KC_NUM), 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 * .-------------------. * |NL F| | | Fn0| * |-------------------| * | | Fn4| | | * |--------------| | * | Fn3|BL_S| Fn2| Fn6| * |-------------------| * | | Fn5| | | * |--------------| | * | Fn1| | Fn7| * '-------------------' */ [_FL] = LAYOUT_numpad_5x4( LT(_FL, KC_NUM), _______, _______, UG_TOGG, _______, UG_SATU, _______, UG_HUED, BL_STEP, UG_HUEU, UG_VALU, _______, UG_SATD, _______, UG_NEXT, _______, UG_VALD ) };