// 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 QMK_KEYBOARD_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. #define _QWERTY 0 #define _LOWER 1 #define _RAISE 2 #define _GAME 3 #define _ADJUST 4 #define LOWER MO(_LOWER) #define RAISE MO(_RAISE) #define GAME TG(_GAME) /* Funct * +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+ * | ` | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | | * +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+ * | | F1 | F2 | F3 | F4 | F5 | F6 | - | = | [ | ] | \ | * +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+ * | | F7 | F8 | F9 | F10 | F11 | F12 | ' | | | | | * +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+ * | | | | | | | | | home | vol- | vol+ | end | * +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+ */ #define _FUNCT LAYOUT_ortho_4x12 (\ KC_GRV, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, _______,\ _______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_MINS, KC_EQL, KC_LBRC, KC_RBRC, KC_BSLS,\ _______, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_QUOT, _______, _______, _______, _______,\ _______, _______, _______, _______, _______, _______, _______, _______, KC_HOME, KC_VOLD, KC_VOLU, KC_END\ ) const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { /* Qwerty * +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+ * | esc | Q | W | E | R | T | Y | U | I | O | P | bksp | * +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+ * | tab | A | S | D | F | G | H | J | K | L | ; | del | * +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+ * | lshift | Z | X | C | V | B | N | M | , | . | / | enter | * +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+ * | lctrl | lgui | lalt | ralt | funct | space | space | funct | left | down | up | right | * +--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+--------+ */ [_QWERTY] = LAYOUT_ortho_4x12 ( KC_ESC, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_BSPC, KC_TAB, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_DEL, KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_ENT, KC_LCTL, KC_LGUI, KC_LALT, KC_RALT, LOWER, KC_SPC, KC_SPC, RAISE, KC_LEFT, KC_DOWN, KC_UP, KC_RGHT ), [_LOWER] = _FUNCT, [_RAISE] = _FUNCT, /* Game */ [_GAME] = LAYOUT_ortho_4x12 ( _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_UP, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_SLSH, KC_LEFT, KC_DOWN, KC_RGHT ), /* Adjust */ [_ADJUST] = LAYOUT_ortho_4x12 ( _______, RESET, _______, _______, _______, _______, _______, _______, KC_PSCR, KC_SLCK, KC_PAUS, _______, _______, _______, _______, _______, _______, GAME, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, BL_STEP, BL_BRTG, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______ ), }; uint32_t layer_state_set_user(uint32_t state) { return update_tri_layer_state(state, _LOWER, _RAISE, _ADJUST); } void matrix_init_user(void) { }