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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] = {{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
- }
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