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