#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 tap_codes {
A_Q, E_Q, E_U, E_E,
A_Y, I_I, O_C, U_U
};
#define FR_A_GRAVE 0x00E0
#define FR_A_HAT 0x00E2
#define FR_C_CIRCUM 0x00E7
#define FR_E_AIGU 0x00E9
#define FR_E_GRAVE 0x00E8
#define FR_E_HAT 0x00EA
#define FR_E_UMLAUT 0x00EB
#define FR_I_HAT 0x00EE
#define FR_I_UMLAUT 0x00EF
#define FR_O_HAT 0x00F4
#define FR_U_GRAVE 0x00F9
#define FR_U_HAT 0x00FB
#define FR_U_UMLAUT 0x00FC
#define FR_Y_UMLAUT 0x00FF
#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(qk_tap_dance_state_t *state, void *user_data)
{
send_french_unicode_char(state->count, FR_A_GRAVE, FR_L_QUOTE);
}
void dance_e_q(qk_tap_dance_state_t *state, void *user_data)
{
send_french_unicode_char(state->count, FR_E_AIGU, FR_R_QUOTE);
}
void dance_e_u(qk_tap_dance_state_t *state, void *user_data)
{
send_french_unicode_char(state->count, FR_E_GRAVE, FR_U_GRAVE);
}
void dance_e_e(qk_tap_dance_state_t *state, void *user_data)
{
send_french_unicode_char(state->count, FR_E_HAT, FR_E_UMLAUT);
}
void dance_a_y(qk_tap_dance_state_t *state, void *user_data)
{
send_french_unicode_char(state->count, FR_A_HAT, FR_Y_UMLAUT);
}
void dance_i_i(qk_tap_dance_state_t *state, void *user_data)
{
send_french_unicode_char(state->count, FR_I_HAT, FR_I_UMLAUT);
}
void dance_o_c(qk_tap_dance_state_t *state, void *user_data)
{
send_french_unicode_char(state->count, FR_O_HAT, FR_C_CIRCUM);
}
void dance_u_u(qk_tap_dance_state_t *state, void *user_data)
{
send_french_unicode_char(state->count, FR_U_HAT, FR_U_UMLAUT);
}
qk_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(UC_WINC);
}
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;
}