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authorAdam Lee <adam@bigtuna.io>2017-05-07 23:35:43 +0200
committerAdam Lee <adam@bigtuna.io>2017-05-07 23:35:43 +0200
commit29df2be2a96d5d4d33a8835cf8ec4760098cdaf1 (patch)
treed6dd7f5254188e55f4663dab5a61ca58ad7142cd /keyboards/M10A/keymaps/default/keymap.c
parent425e7348d8b6fa40dd7aa3f4c99dbbff6f5babd8 (diff)
parent2704c163da590d3020f6d87717c400611de81110 (diff)
downloadqmk_firmware-29df2be2a96d5d4d33a8835cf8ec4760098cdaf1.tar.gz
qmk_firmware-29df2be2a96d5d4d33a8835cf8ec4760098cdaf1.tar.xz
Merge remote-tracking branch 'upstream/master' into dev
Diffstat (limited to 'keyboards/M10A/keymaps/default/keymap.c')
-rw-r--r--keyboards/M10A/keymaps/default/keymap.c49
1 files changed, 49 insertions, 0 deletions
diff --git a/keyboards/M10A/keymaps/default/keymap.c b/keyboards/M10A/keymaps/default/keymap.c
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+++ b/keyboards/M10A/keymaps/default/keymap.c
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+// This is the canonical layout file for the Quantum project. If you want to add another keyboard,
+// this is the style you want to emulate.
+
+#include "M10A.h"
+#include "action_layer.h"
+#include "eeconfig.h"
+
+extern keymap_config_t keymap_config;
+
+// 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
+};
+
+// // Fillers to make layering more clear
+// #define _______ KC_TRNS
+// #define XXXXXXX KC_NO
+
+const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
+ [_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}},
+ [_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}},
+ [_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}},
+ [_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}},
+ [_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}},
+ [_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}},
+ [_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}},
+ [_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}},
+ [_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}},
+ [_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}}
+};
+
+void matrix_init_user(void) {
+ #ifdef BACKLIGHT_ENABLE
+ backlight_level(0);
+ #endif
+}