#include "keymap_common.h" const uint8_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = { /* 0: qerty */ KEYMAP(TAB, Q, W, E, R, T, Y, U, I, O, P, BSPC, \ FN0, A, S, D, F, G, H, J, K, L, SCLN,FN0, \ LSFT, Z, X, C, V, B, N, M, COMM,DOT,SLSH,FN1, \ LCTL, FN1, LGUI, ENT, SPC, RALT, RSFT, FN2), /* 1: FN 1 */ KEYMAP(GRV, FN4, FN5, FN6, FN7, FN8, FN9,FN10,FN11,FN12,FN13, DEL, \ TRNS, BSLS,QUOT,MINS, EQL,LBRC,RBRC,DOWN, UP,LEFT,RGHT, TRNS, \ TRNS, ESC,FN20,PSCR,TRNS,TRNS,TRNS,MSTP,MPLY,MPRV,MNXT, RSFT, \ TRNS, LGUI, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS), /* 2: FN 2 */ KEYMAP(FN3, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, TRNS, \ ESC, FN14,FN15,FN16,FN17,FN18,FN19, 4, 5, 6,VOLU, ENT, \ TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, 0, 1, 2, 3,VOLD, TRNS, \ TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS, TRNS), /* 3: Game Mode */ KEYMAP(TRNS,TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, F1, F2, F3, F4, TRNS, \ ESC, TRNS,TRNS,TRNS,TRNS,TRNS,TRNS, F5, F6, F7, F8, ENT, \ LSFT, 1, 2, 3, 4, 5, 6, F9, F10, F11, F12,RSFT, \ TRNS, LSFT, B, SPC, C, TRNS, TRNS, TRNS), }; const action_t PROGMEM fn_actions[] = { [0] = ACTION_LAYER_MOMENTARY(1), [1] = ACTION_LAYER_MOMENTARY(2), [2] = ACTION_LAYER_TOGGLE(3), [3] = ACTION_MODS_KEY(MOD_LSFT, KC_GRV), [4] = ACTION_MODS_KEY(MOD_LSFT, KC_1), [5] = ACTION_MODS_KEY(MOD_LSFT, KC_2), [6] = ACTION_MODS_KEY(MOD_LSFT, KC_3), [7] = ACTION_MODS_KEY(MOD_LSFT, KC_4), [8] = ACTION_MODS_KEY(MOD_LSFT, KC_5), [9] = ACTION_MODS_KEY(MOD_LSFT, KC_6), [10] = ACTION_MODS_KEY(MOD_LSFT, KC_7), [11] = ACTION_MODS_KEY(MOD_LSFT, KC_8), [12] = ACTION_MODS_KEY(MOD_LSFT, KC_9), [13] = ACTION_MODS_KEY(MOD_LSFT, KC_0), [14] = ACTION_MODS_KEY(MOD_LSFT, KC_BSLS), [15] = ACTION_MODS_KEY(MOD_LSFT, KC_QUOT), [16] = ACTION_MODS_KEY(MOD_LSFT, KC_MINS), [17] = ACTION_MODS_KEY(MOD_LSFT, KC_EQL), [18] = ACTION_MODS_KEY(MOD_LSFT, KC_LBRC), [19] = ACTION_MODS_KEY(MOD_LSFT, KC_RBRC), [20] = ACTION_BACKLIGHT_STEP() };