keymap.c (1331B)
1 #include QMK_KEYBOARD_H 2 3 4 // Each layer gets a name for readability, which is then used in the keymap matrix below. 5 // The underscores don't mean anything - you can have a layer called STUFF or any other name. 6 // Layer names don't all need to be of the same length, obviously, and you can also skip them 7 // entirely and just use numbers. 8 #define _DEFAULT 0 9 #define _FN_1 1 10 #define _FN_2 2 11 12 // Defines for task manager and such 13 #define CALTDEL LCTL(LALT(KC_DEL)) 14 #define TSKMGR LCTL(LSFT(KC_ESC)) 15 16 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { 17 18 /* Default Layer 19 * ,-----------------------------------------------. 20 * | FN_2 | 2 |TSKMGR |CALTDEL| ESC | FN_1 | 21 * `-----------------------------------------------' 22 */ 23 [_DEFAULT] = LAYOUT( 24 MO(_FN_2), KC_2, TSKMGR, CALTDEL, KC_ESC, MO(_FN_1) 25 ), 26 27 /* FN 1 Layer 28 * ,-----------------------------------------------. 29 * |UG_TOGG|UG_HUED|UG_HUEU|UG_SATD|UG_SATU| FN_1 | 30 * `-----------------------------------------------' 31 */ 32 [_FN_1] = LAYOUT( 33 UG_TOGG, UG_HUED, UG_HUEU, UG_SATD, UG_SATU, _______ 34 ), 35 36 /* FN 2 Layer 37 * ,-----------------------------------------------. 38 * | FN_2 |UG_VALD|UG_VALU|UG_NEXT|TSKMGR | QK_BOOT | 39 * `-----------------------------------------------' 40 */ 41 [_FN_2] = LAYOUT( 42 _______, UG_VALD, UG_VALU, UG_NEXT, TSKMGR, QK_BOOT 43 ) 44 45 };