Key character map files (.kcm files) are responsible for mapping combinations of Android key codes with modifiers to Unicode characters.

Device-specific key layout files are required for all internal (built-in) input devices that have keys, if only to tell the system that the device is special purpose only (not a full keyboard).

Device-specific key layout files are optional for external keyboards, and often aren't needed at all. The system provides a generic key character map that is suitable for many external keyboards.

If no device-specific key layout file is available, then the system will choose a default instead.

Location

Key character map files are located by USB vendor, product (and optionally version) id or by input device name.

The following paths are consulted in order.

When constructing a file path that contains the device name, all characters in the device name other than '0'-'9', 'a'-'z', 'A'-'Z', '-' or '_' are replaced by '_'.

Generic Key Character Map File

The system provides a special built-in key character map file called Generic.kcm. This key character map is intended to support a variety of standard external keyboards.

Do not modify the generic key character map!

Virtual Key Character Map File

The system provides a special built-in key character map file called Virtual.kcm that is used by the virtual keyboard devices.

The virtual keyboard device is a synthetic input device whose id is -1 (see KeyCharacterMap.VIRTUAL_KEYBOARD). It is present on all Android devices beginning with Android Honeycomb 3.0. The purpose of the virtual keyboard device is to provide a known built-in input device that can be used for injecting keystrokes into applications by the IME or by test instrumentation, even for devices that do not have built-in keyboards.

The virtual keyboard is assumed to have a full QWERTY layout that is the same on all devices. This makes it possible for applications to inject keystrokes using the virtual keyboard device and always get the same results.

Do not modify the virtual key character map!

Syntax

A key character map file is a plain text file consisting of a keyboard type declaration and a set of key declarations.

Keyboard Type Declaration

A keyboard type declaration describes the overall behavior of the keyboard. A character map file must contain a keyboard type declaration. For clarity, it is often placed at the top of the file.

type FULL

The following keyboard types are recognized:

The Generic.kcm and Virtual.kcm key character maps are both FULL keyboards.

Key Declarations

Key declarations each consist of the keyword key followed by an Android key code name, an open curly brace, a set of properties and behaviors and a close curly brace.

key A {
    label:                              'A'
    base:                               'a'
    shift, capslock:                    'A'
    ctrl, alt, meta:                    none
}

Properties

Each key property establishes a mapping from a key to a behavior. To make the key character map files more compact, several properties can be mapped to the same behavior by separating them with a comma.

In the above example, the label property is assigned the 'A' behavior. Likewise, the ctrl, alt and meta properties are all simultaneously assigned the none behavior.

The following properties are recognized:

The following modifiers are recognized in modifier properties:

The order in which the properties are listed is significant. When mapping a key to a behavior, the system scans all relevant properties in order and returns the last applicable behavior that it found.

Consequently, properties that are specified later override properties that are specified earlier for a given key.

Behaviors

Each property maps to a behavior. The most common behavior is typing a character but there are others.

The following behaviors are recognized:

The system reserves two Unicode characters to perform special functions:

The system recognizes the following Unicode characters as combining diacritical dead key characters:

When a dead key is typed followed by another character, the dead key and the following characters are composed. For example, when the user types a grave accent dead key followed by the letter 'a', the result is 'à'.

Refer to KeyCharacterMap.getDeadChar for more information about dead key handling.

Comments

Comment lines begin with '#' and continue to the end of the line. Like this:

# A comment!

Blank lines are ignored.

How Key Combinations are Mapped to Behaviors

When the user presses a key, the system looks up the behavior associated with the combination of that key press and the currently pressed modifiers.

SHIFT + A

Suppose the user pressed A and SHIFT together. The system first locates the set of properties and behaviors associated with KEYCODE_A.

key A {
    label:                              'A'
    base:                               'a'
    shift, capslock:                    'A'
    ctrl, alt, meta:                    none
}

The system scans the properties from first to last and left to right, ignoring the label and number properties, which are special.

The first property encountered is base. The base property always applies to a key, no matter what modifiers are pressed. It essentially specifies the default behavior for the key unless it is overridden by following properties. Since the base property applies to this key press, the system makes note of the fact that its behavior is 'a' (type the character a).

The system then continues to scan subsequent properties in case any of them are more specific than base and override it. It encounters shift which also applies to the key press SHIFT + A. So the system decides to ignore the base property's behavior and chooses the behavior associated with the shift property, which is 'A' (type the character A).

It then continues to scan the table, however no other properties apply to this key press (CAPS LOCK is not locked, neither CONTROL key is pressed, neither ALT key is pressed and neither META key is pressed).

So the resulting behavior for the key combination SHIFT + A is 'A'.

CONTROL + A

Now consider what would happen if the user pressed A and CONTROL together.

As before, the system would scan the table of properties. It would notice that the base property applied but would also continue scanning until it eventually reached the control property. As it happens, the control property appears after base so its behavior overrides the base behavior.

So the resulting behavior for the key combination CONTROL + A is none.

ESCAPE

Now suppose the user pressed ESCAPE.

key ESCAPE {
    base:                               fallback BACK
    alt, meta:                          fallback HOME
    ctrl:                               fallback MENU
}

This time the system obtains the behavior fallback BACK, a fallback behavior. Because no character literal appears, no character will be typed.

When processing the key, the system will first deliver KEYCODE_ESCAPE to the application. If the application does not handle it, then the system will try again but this time it will deliver KEYCODE_BACK to the application as requested by the fallback behavior.

So applications that recognize and support KEYCODE_ESCAPE have the opportunity to handle it as is, but other applications that do not can instead perform the fallback action of treating the key as if it were KEYCODE_BACK.

NUMPAD_0 with or without NUM LOCK

The numeric keypad keys have very different interpretations depending on whether the NUM LOCK key is locked.

The following key declaration ensures that KEYCODE_NUMPAD_0 types 0 when NUM LOCK is pressed. When NUM LOCK is not pressed, the key is delivered to the application as usual, and if it is not handled, then the fallback key KEYCODE_INSERT is delivered instead.

key NUMPAD_0 {
    label, number:                      '0'
    base:                               fallback INSERT
    numlock:                            '0'
    ctrl, alt, meta:                    none
}

As we can see, fallback key declarations greatly improve compatibility with older applications that do not recognize or directly support all of the keys that are present on a full PC style keyboard.

Examples

Full Keyboard

# This is an example of part of a key character map file for a full keyboard
# include a few fallback behaviors for special keys that few applications
# handle themselves.

type FULL

key C {
    label:                              'C'
    base:                               'c'
    shift, capslock:                    'C'
    alt:                                '\u00e7'
    shift+alt:                          '\u00c7'
    ctrl, meta:                         none
}

key SPACE {
    label:                              ' '
    base:                               ' '
    ctrl:                               none
    alt, meta:                          fallback SEARCH
}

key NUMPAD_9 {
    label, number:                      '9'
    base:                               fallback PAGE_UP
    numlock:                            '9'
    ctrl, alt, meta:                    none
}

Alphanumeric Keyboard

# This is an example of part of a key character map file for an alphanumeric
# thumb keyboard.  Some keys are combined, such as `A` and `2`.  Here we
# specify `number` labels to tell the system what to do when the user is
# typing a number into a dial pad.
#
# Also note the special character '\uef01' mapped to ALT+SPACE.
# Pressing this combination of keys invokes an on-screen character picker.

type ALPHA

key A {
    label:                              'A'
    number:                             '2'
    base:                               'a'
    shift, capslock:                    'A'
    alt:                                '#'
    shift+alt, capslock+alt:            none
}

key SPACE {
    label:                              ' '
    number:                             ' '
    base:                               ' '
    shift:                              ' '
    alt:                                '\uef01'
    shift+alt:                          '\uef01'
}

Game Pad

# This is an example of part of a key character map file for a game pad.
# It defines fallback actions that enable the user to navigate the user interface
# by pressing buttons.

type SPECIAL_FUNCTION

key BUTTON_A {
    base:                               fallback BACK
}

key BUTTON_X {
    base:                               fallback DPAD_CENTER
}

key BUTTON_START {
    base:                               fallback HOME
}

key BUTTON_SELECT {
    base:                               fallback MENU
}

Compatibility Note

Prior to Android Honeycomb 3.0, the Android key character map was specified using a very different syntax and was compiled into a binary file format (.kcm.bin) at build time.

Although the new format uses the same extension .kcm, the syntax is quite different (and much more powerful).

As of Android Honeycomb 3.0, all Android key character map files must use the new syntax and plain text file format that is described in this document. The old syntax is not supported and the old .kcm.bin files are not recognized by the system.

Language Note

Android does not currently support multilingual keyboards. Moreover, the built-in generic key character map assumes a US English keyboard layout.

OEMs are encouraged to provide custom key character maps for their keyboards if they are designed for other languages.

Future versions of Android may provide better support for multilingual keyboards or user-selectable keyboard layouts.

Validation

Make sure to validate your key character map files using the Validate Keymaps tool.