2018-08-11 06:56:27 +00:00
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#include QMK_KEYBOARD_H
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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#define _BL 0
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#define _FL 1
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#define _CL 2
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Keymap _BL: Base Layer (Default Layer)
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*/
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[_BL] = LAYOUT_66_ansi(
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KC_GESC,KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS,KC_EQL, KC_BSPC, KC_PGUP, \
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KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC,KC_RBRC,KC_BSLS, KC_PGDN, \
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KC_LCTL,KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN,KC_QUOT, KC_ENT, \
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KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM,KC_DOT, KC_SLSH, KC_RSFT, KC_UP, \
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KC_LCTL,KC_LGUI,KC_LALT, KC_SPC, MO(_FL),KC_RGUI,KC_RCTL,KC_LEFT,KC_DOWN,KC_RGHT),
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/* Keymap _FL: Function Layer
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*/
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[_FL] = LAYOUT_66_ansi(
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KC_GRV, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_DEL, KC_VOLU, \
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_______,_______,_______,_______,_______,_______,_______,_______,_______,KC_MPRV,KC_MPLY,KC_MNXT,_______,KC_MUTE, KC_VOLD, \
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KC_CAPS,_______,MO(_CL),_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
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_______, _______,_______,_______,_______,_______,_______,KC_MUTE,KC_VOLU,KC_VOLD,_______, _______, KC_PGUP, \
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_______,_______,_______, _______, _______,_______,_______,KC_HOME,KC_PGDN,KC_END),
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/* Keymap _CL: Control layer
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*/
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[_CL] = LAYOUT_66_ansi(
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BL_STEP,RGB_M_P,RGB_M_B,RGB_M_R,RGB_M_SW,RGB_M_SN,RGB_M_K,RGB_M_X,RGB_M_G,_______,_______,_______,_______, _______, RGB_VAI, \
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RGB_TOG,_______,_______,_______,RESET, _______,_______,_______,_______,_______,_______,_______,_______,_______, RGB_VAD, \
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2018-08-11 23:45:29 +00:00
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CK_TOGG,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, \
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2018-08-11 06:56:27 +00:00
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_______, _______,_______,_______,_______,_______,_______,_______,_______,_______,_______, _______, RGB_SAI, \
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_______,_______,_______, RGB_MOD, _______,_______,_______,RGB_HUD,RGB_SAD,RGB_HUI),
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};
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