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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.