#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; }