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# Unicode Support

There are three Unicode keymap definition methods available in QMK:

## `UNICODE_ENABLE`

Supports Unicode up to `0x7FFF`. This covers characters for most modern languages, as well as symbols, but it doesn't cover emoji. The keycode function is `UC(c)` in the keymap, where _c_ is the code point's number (preferably hexadecimal, up to 4 digits long). For example: `UC(0x45B)`, `UC(0x30C4)`.

## `UNICODEMAP_ENABLE`

Supports Unicode up to `0x10FFFF` (all possible code points). You need to maintain a separate mapping table `const uint32_t PROGMEM unicode_map[] = {...}` in your keymap file. The keycode function is `X(i)`, where _i_ is an array index into the mapping table. The table may contain at most 16384 entries.

You may want to have an enum to make referencing easier. So, you could add something like this to your keymap file:

```c
enum unicode_names {
  BANG,
  IRONY,
  SNEK,
};

const uint32_t PROGMEM unicode_map[] = {
  [BANG]  = 0x203D,  // ‽
  [IRONY] = 0x2E2E,  // ⸮
  [SNEK]  = 0x1F40D, // 🐍
};
```

Then you can use `X(BANG)`, `X(SNEK)` etc. in your keymap.

### Lower and Upper Case

Characters often come in lower and upper case pairs, for example: å, Å. To make inputting these characters easier, you can use `XP(i, j)` in your keymap, where _i_ and _j_ are the mapping table indices of the lower and upper case character, respectively. If you're holding down Shift or have Caps Lock turned on when you press the key, the second (upper case) character will be inserted; otherwise, the first (lower case) version will appear.

This is most useful when creating a keymap for an international layout with special characters. Instead of having to put the lower and upper case versions of a character on separate keys, you can have them both on the same key by using `XP`. This blends Unicode keys in with regular alphas.

Due to keycode size constraints, _i_ and _j_ can each only refer to one of the first 128 characters in your `unicode_map`. In other words, 0 ≤ _i_ ≤ 127 and 0 ≤ _j_ ≤ 127. This is enough for most use cases, but if you'd like to customize the index calculation, you can override the [`unicodemap_index()`](https://github.com/qmk/qmk_firmware/blob/71f640d47ee12c862c798e1f56392853c7b1c1a8/quantum/process_keycode/process_unicodemap.c#L40) function. This also allows you to, say, check Ctrl instead of Shift/Caps.

## `UCIS_ENABLE`

Supports Unicode up to `0x10FFFF` (all possible code points). As with `UNICODEMAP`, you need to maintain a mapping table in your keymap file. However, there are no built-in keycodes for this feature — you have to add a keycode or function that calls `qk_ucis_start()`. Once this function has been called, you can type the corresponding mnemonic for your character, then hit Space or Enter to complete it, or Esc to cancel. If the mnemonic matches an entry in your table, the typed text will automatically be erased and the corresponding Unicode character inserted.

For instance, you could define a table like this in your keymap file:

```c
const qk_ucis_symbol_t ucis_symbol_table[] = UCIS_TABLE(
  UCIS_SYM("poop", 0x1F4A9), // 💩
  UCIS_SYM("rofl", 0x1F923), // 🤣
  UCIS_SYM("kiss", 0x1F619)  // 😙
);
```

To use it, call `qk_ucis_start()`, then type "rofl" and hit Enter. QMK should erase the "rofl" text and insert the laughing emoji.

### Customization

There are several functions that you can define in your keymap to customize the functionality of this feature.

* `void qk_ucis_start_user(void)` – This runs when you call the "start" function, and can be used to provide feedback. By default, it types out a keyboard emoji.
* `void qk_ucis_success(uint8_t symbol_index)` – This runs when the input has matched something and has completed. By default, it doesn't do anything.
* `void qk_ucis_symbol_fallback (void)` – This runs when the input doesn't match anything. By default, it falls back to trying that input as a Unicode code.

You can find the default implementations of these functions in [`process_ucis.c`](https://github.com/qmk/qmk_firmware/blob/master/quantum/process_keycode/process_ucis.c).

## Input Modes

Unicode input in QMK works by inputting a sequence of characters to the OS, sort of like a macro. Unfortunately, the way this is done differs for each platform. Specifically, each platform requires a different combination of keys to trigger Unicode input. Therefore, a corresponding input mode has to be set in QMK.

The following input modes are available:

* **`UC_OSX`**: macOS built-in Unicode hex input. Supports code points up to `0xFFFF` (`0x10FFFF` with `UNICODEMAP`).

  To enable, go to _System Preferences > Keyboard > Input Sources_, add _Unicode Hex Input_ to the list (it's under _Other_), then activate it from the input dropdown in the Menu Bar.
  By default, this mode uses the left Option key (`KC_LALT`) for Unicode input, but this can be changed by defining [`UNICODE_KEY_OSX`](#input-key-configuration) with another keycode.

  !> Using the _Unicode Hex Input_ input source may disable some Option based shortcuts, such as Option + Left Arrow and Option + Right Arrow.

* **`UC_LNX`**: Linux built-in IBus Unicode input. Supports code points up to `0x10FFFF` (all possible code points).

  Enabled by default and works almost anywhere on IBus-enabled distros. Without IBus, this mode works under GTK apps, but rarely anywhere else.
  By default, this mode uses Ctrl+Shift+U (`LCTL(LSFT(KC_U))`) to start Unicode input, but this can be changed by defining [`UNICODE_KEY_LNX`](#input-key-configuration) with another keycode. This might be required for IBus versions ≥1.5.15, where Ctrl+Shift+U behavior is consolidated into Ctrl+Shift+E.

* **`UC_WIN`**: _(not recommended)_ Windows built-in hex numpad Unicode input. Supports code points up to `0xFFFF`.

  To enable, create a registry key under `HKEY_CURRENT_USER\Control Panel\Input Method\EnableHexNumpad` of type `REG_SZ` called `EnableHexNumpad` and set its value to `1`. This can be done from the Command Prompt by running `reg add "HKCU\Control Panel\Input Method" -v EnableHexNumpad -t REG_SZ -d 1` with administrator privileges. Reboot afterwards.
  This mode is not recommended because of reliability and compatibility issues; use the `UC_WINC` mode instead.

* **`UC_BSD`**: _(non implemented)_ Unicode input under BSD. Not implemented at this time. If you're a BSD user and want to help add support for it, please [open an issue on GitHub](https://github.com/qmk/qmk_firmware/issues).

* **`UC_WINC`**: Windows Unicode input using [WinCompose](https://github.com/samhocevar/wincompose). As of v0.9.0, supports code points up to `0x10FFFF` (all possible code points).

  To enable, install the [latest release](https://github.com/samhocevar/wincompose/releases/latest). Once installed, WinCompose will automatically run on startup. Works reliably under all version of Windows supported by the app.
  By default, this mode uses right Alt (`KC_RALT`) as the Compose key, but this can be changed in the WinCompose settings and by defining [`UNICODE_KEY_WINC`](#input-key-configuration) with another keycode.

### Switching Input Modes

There are two ways to set the input mode for Unicode: by keycode or by function. Keep in mind that both methods write to persistent storage (EEPROM), and are loaded each time the keyboard starts. So once you've set it the first time, you don't need to set it again unless you want to change it, or you've reset the EEPROM settings.

You can switch the input mode at any time by using one of the following keycodes. The easiest way is to add the ones you use to your keymap.