#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 BASE 0 #define NUMS 1 #define MOUS 2 const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { [BASE] = LAYOUT( /* Qwerty */ KC_Q , KC_W , KC_E , KC_R , KC_T , KC_Y , KC_U , KC_I , KC_O , KC_P , KC_A , KC_S , KC_D , KC_F , KC_G , KC_H , KC_J , KC_K , KC_L , KC_SCLN , SFT_T(KC_Z), KC_X , KC_C , KC_V , KC_B , KC_N , KC_M , KC_COMM, KC_DOT , SFT_T(KC_QUOT), KC_LCTL , KC_LALT, KC_LALT, KC_LGUI, KC_BSPC, KC_ESC, KC_ENT, KC_SPC, MO(NUMS),KC_RALT, KC_SLSH, KC_BSLS ), [NUMS] = LAYOUT( /* Numbers / Arrows / Symbols */ KC_GRV , KC_1 , KC_2 , KC_3 , KC_4 , KC_LPRN, KC_RPRN, KC_MINS, KC_EQL , KC_LBRC, KC_TAB , KC_5 , KC_6 , KC_7 , KC_8 , KC_LEFT, KC_DOWN, KC_UP , KC_RGHT, KC_RBRC, _______, KC_9 , KC_0 , KC_DOT , KC_COMM, KC_HOME, KC_PGDN, KC_PGUP, KC_END , _______, _______, _______, _______, _______, KC_DEL , TG(MOUS), _______, _______, _______, _______, _______, _______ ), [MOUS] = LAYOUT( /* Mouse and Media Keys */ KC_SLCK, KC_PAUSE, KC_F11 , KC_F10 , KC_F9 , KC_F8 , KC_F7 , KC_F6 , KC_F5 , KC_F4, KC_VOLD, KC_ACL0 , KC_ACL1, KC_ACL2, KC_VOLU, KC_MS_L, KC_MS_D, KC_MS_U, KC_MS_R, KC_F3, KC_MUTE, KC_MPRV , KC_MPLY, KC_MNXT, KC_MUTE, KC_WH_R, KC_WH_U, KC_WH_D, KC_WH_L, KC_F2, _______, _______ , _______, _______, _______, _______, _______, KC_BTN1, TO(BASE), RESET , KC_F12 , KC_F1 ), };