keymap.c (3544B)
- #include QMK_KEYBOARD_H
- #define WIN_TAB LGUI(KC_TAB)
- #define WIN_LOCK LGUI(KC_L)
- enum layers {
- NORMAL_LAYER = 0,
- MEDIA_LAYER,
- TBD_LAYER2,
- FRENCH_LAYER
- };
- /* Enum for the tap dancing keys */
- enum tap_codes {
- A_Q, E_Q, E_U, E_E,
- A_Y, I_I, O_C, U_U
- };
- #define FR_A_GRAVE 0x00E0 // à
- #define FR_A_HAT 0x00E2 // â
- #define FR_C_CIRCUM 0x00E7 // ç
- #define FR_E_AIGU 0x00E9 // é
- #define FR_E_GRAVE 0x00E8 // è
- #define FR_E_HAT 0x00EA // ê
- #define FR_E_UMLAUT 0x00EB // ë
- #define FR_I_HAT 0x00EE // î
- #define FR_I_UMLAUT 0x00EF // ï
- #define FR_O_HAT 0x00F4 // ô
- #define FR_U_GRAVE 0x00F9 // ù
- #define FR_U_HAT 0x00FB // û
- #define FR_U_UMLAUT 0x00FC // ü
- #define FR_Y_UMLAUT 0x00FF // ÿ
- #define FR_L_QUOTE 0x00AB // «
- #define FR_R_QUOTE 0x00BB // »
- void send_french_unicode_char(uint8_t count, uint32_t once, uint32_t twice)
- {
- if (count <= 1)
- register_unicode(once);
- else
- register_unicode(twice);
- }
- void dance_a_q(tap_dance_state_t *state, void *user_data)
- {
- send_french_unicode_char(state->count, FR_A_GRAVE, FR_L_QUOTE);
- }
- void dance_e_q(tap_dance_state_t *state, void *user_data)
- {
- send_french_unicode_char(state->count, FR_E_AIGU, FR_R_QUOTE);
- }
- void dance_e_u(tap_dance_state_t *state, void *user_data)
- {
- send_french_unicode_char(state->count, FR_E_GRAVE, FR_U_GRAVE);
- }
- void dance_e_e(tap_dance_state_t *state, void *user_data)
- {
- send_french_unicode_char(state->count, FR_E_HAT, FR_E_UMLAUT);
- }
- void dance_a_y(tap_dance_state_t *state, void *user_data)
- {
- send_french_unicode_char(state->count, FR_A_HAT, FR_Y_UMLAUT);
- }
- void dance_i_i(tap_dance_state_t *state, void *user_data)
- {
- send_french_unicode_char(state->count, FR_I_HAT, FR_I_UMLAUT);
- }
- void dance_o_c(tap_dance_state_t *state, void *user_data)
- {
- send_french_unicode_char(state->count, FR_O_HAT, FR_C_CIRCUM);
- }
- void dance_u_u(tap_dance_state_t *state, void *user_data)
- {
- send_french_unicode_char(state->count, FR_U_HAT, FR_U_UMLAUT);
- }
- /* Define the tap dance actions for the french characters */
- tap_dance_action_t tap_dance_actions[] = {
- [A_Q] = ACTION_TAP_DANCE_FN(dance_a_q),
- [E_Q] = ACTION_TAP_DANCE_FN(dance_e_q),
- [E_U] = ACTION_TAP_DANCE_FN(dance_e_u),
- [E_E] = ACTION_TAP_DANCE_FN(dance_e_e),
- [A_Y] = ACTION_TAP_DANCE_FN(dance_a_y),
- [I_I] = ACTION_TAP_DANCE_FN(dance_i_i),
- [O_C] = ACTION_TAP_DANCE_FN(dance_o_c),
- [U_U] = ACTION_TAP_DANCE_FN(dance_u_u)
- };
- const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
- [NORMAL_LAYER] = LAYOUT(TO(1), WIN_TAB, KC_HOME, KC_UP, KC_END,
- WIN_LOCK, KC_MUTE, KC_LEFT, KC_DOWN, KC_RGHT),
- [MEDIA_LAYER] = LAYOUT(TO(2), KC_CALC, KC_MPRV, KC_MNXT, KC_VOLU,
- KC_TRNS, KC_TRNS, KC_MSTP, KC_MPLY, KC_VOLD),
- [TBD_LAYER2] = LAYOUT(TO(3), KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS,
- KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS, KC_TRNS),
- [FRENCH_LAYER] = LAYOUT(TO(0), TD(A_Q), TD(E_Q), TD(E_U), TD(E_E),
- KC_TRNS, TD(A_Y), TD(I_I), TD(O_C), TD(U_U))
- };
- void matrix_init_user(void)
- {
- set_unicode_input_mode(UNICODE_MODE_WINCOMPOSE); /* See https://jayliu50.github.io/qmk-cheatsheet/ */
- }
- layer_state_t layer_state_set_user(layer_state_t state)
- {
- turn_off_leds();
- switch (get_highest_layer(state))
- {
- case NORMAL_LAYER:
- break;
- case MEDIA_LAYER:
- turn_on_led(RED_LED);
- break;
- case TBD_LAYER2:
- turn_on_led(BLUE_LED);
- break;
- case FRENCH_LAYER:
- turn_on_led(GREEN_LED);
- break;
- }
- return state;
- }