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Windows Keyboards Layouts (WKL)

The WKL project collects the source code of a few keyboard layouts which are not, or no longer, included by default in Windows distributions.

Contents:

Installation

If you simply want to install the Windows Keyboards Layouts, grab the latest archive file in the "Release" area of this project, expand it and run the PowerShell script named install.ps1.

Alternatively, you may run the setup.exe file in the appropriate subdirectory x86, x64 or arm64 for your system.

Build instructions

The project is built for x86, x64 and arm64 Windows systems. The released archive contains binaries for the three architectures.

To build this project, make sure to install all build tools (compilers and libraries) for all targets when installing or updating Visual Studio.

Available PowerShell scripts:

  • build.ps1 : Build the binaries for all architectures, build the distribution archive.
  • install.ps1 : Install the keyboards on the current system after rebuild.
  • clean.ps1 : Cleanup all generated files.

New keyboard support and contributions

New layouts are welcome as contributions. Please post a pull request with your implementation of new layouts.

To add support for a new keyboard layout, start from an existing keyboard which is similar to yours and manually update the source code. There are two ways to clone an existing keyboard: from a source file in this project or from the binary DLL of an installed keyboard.

Initial steps: create the new directory

  • In the directory keyboards, create a subdirectory with name kbdXXYYY where XX is the language code for your keyboard (not necessarily two letters, this is just a convention) and YYY is the type or brand of keyboard (for instance apple).

  • Copy any project file from an existing keyboard, for instance kbdfrapple\kbdfrapple.vcxproj, as kbdXXYYY\kbdXXYYY.vcxproj. No need to update the content, Visual Studio will adjust the project GUID the first time it is used.

Option 1: duplicate a source file from this project

Let's assume you start from kbdfrapple.

  • Copy kbdfrapple\kbdfrapple.c as kbdXXYYY\kbdXXYYY.c.
  • Copy kbdfrapple\strings.h as kbdXXYYY\strings.h.

Option 2: reverse the content of an existing keyboard DLL

  • Use the kbdreverse tool in this project to extract the layout definition of an installed keyboard and rebuild a source file from that keyboard.

Example: To rebuild source files for a French keyboard (id fr), use these commands:

kbdreverse fr -o kbdXXYYY\kbdXXYYY.c
kbdreverse fr -r -o kbdXXYYY\strings.h

Using the parameter fr means reversing the file C:\Windows\System32\kbdfr.dll. To reverse a keyboard DLL from another location, specify the full path of the DLL file.

Final steps: add the project into the solution

  • Update the key tables in kbdXXYYY\kbdXXYYY.c according to your keyboard. See "Keyboard layout guidelines" below.

  • In the file strings.h, the WKL_TEXT string describes the layout and will be displayed in the System Settings for your keyboard. Update accordingly.

  • In the file strings.h, the WKL_LANG string is the base language for which your keyboard is a variant. For instance, 040c means French. If you do not know which id to choose, use the Registry Editor to browse through the existing keyboard layout ids at HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Keyboard Layouts. The subkeys are 8-digit hexadecimal values for installed keyboards. The rightmost 4 digits are the base language id.

  • Before building the new keyboard for the first time, open winkbdlayouts.sln with Visual Studio, right-click on the solution => "Add" => "Existing Project" and select kbdXXYYY.vcxproj. Then "File" => "Save All".

The new keyboard is now part of the solution and will be built with the rest of it.

Keyboard layout definition guidelines

Once you have a kbdXXYYY.c source file, either copied from another source file or reversed from a keyboard DLL, it shall be modified according to your keyboard. This section contains some guidelines to help you.

Keyboard concepts

First, we need to introduce a few concepts:

  • Scan codes: A scan code is a hardware concept. This is a 8-bit value which is generated by a physical key. For a given hardware model of keyboard, the key at a given physical position always generates the same scan code, regardless of the language layout.

  • Virtual keys: A virtual key is a Windows concept. This is a 16-bit value with a more-or-less defined logical function. A language layout typically associates a scan code with a virtual key code. A virtual key logically represents a key, without considering modifiers such as Shift or Control. Shift and Control are considered as separate keys, with their own scan codes and virtual keys.

  • Modifiers: There are three main predefined modifiers: Shift, Control and Alt. Using any combination of modifiers (including no modifier), each virtual key may have up to 8 different interpretations. When a keyboard has an "AltGr" key, it is not a additional modifier, it is equivalent to a Control+Alt combination. Some keyboards have more than three modifiers (Asian keyboards).

  • Dead keys: A dead key is a software concept in Windows keyboard layouts. This is a convenience for languages which use accentuated characters. For instance, '^' is defined as a dead key for languages using characters with circumflex accents. Hitting the '^' key initially gives nothing. When you type the next key, an accentuated character is produced if there is one (^ followed by e gives ê, ^ followed by o gives ô). To generate the accent alone, simply hit space after it (^ followed by gives ^).

Scan codes

The first step is to establish a physical map of the keyboard. This means understanding which scan code is generated by each key.

The image images\scancodes.jpg shows the scan codes for a standard 101/102-key PC keyboard. Most PC keyboards are identical to this one. The characters on the image correspond to a US keyboard. This is just for reference. Keep in mind that all 101/102-key PC keyboards use the same scan codes, regardless of the language layout.

If you have difficulties to collect the scan codes for your keyboard, run the scancodes tool from this project. This is a console tool which opens a small window. Click on that small window and type on the keyboard. The corresponding scan codes and modifiers are displayed on the console.

Keyboard layout source file overview

All keyboard-related data structures are declared in the standard header file named kbd.h. It is typically found in a path similar to C:\Program Files (x86)\Windows Kits\10\Include\10.0.22621.0\um (adapt the Windows kit version). This header is included in all keyboard layout source files.

Starting from the end of the source file, the function KbdLayerDescriptor() is a predefined name for all keyboard layout DLL's. It is called by the system and only returns the address of a structure.

This structure is named kbd_tables and has type KBDTABLES. This is a dispatch table which contains addresses of other structures.

Some of these structures are optional, for instance dead keys or ligatures. This depends on the language. Starting from an existing keyboard for a similar language increases your chances to have the right data structures already in place. Thus, the function KbdLayerDescriptor() and the data structure kbd_tables do not need any modification.

Now, we are going to review all data structures in their order in the source file, starting from the beginning of the file. As mentioned above, some of these structures may be omitted.

All data structures are arrays. The end of an array is usually identified by some "null" entry (depending on the data type). By sure to keep this entry at the end of each structure.

Key names

The first three arrays give names to keys. This is informational only.

  • key_names : Associate a scan code with a name. Use this for function keys only. Alphanumerical keys do not need a name, they are self-explanatory.
  • key_names_ext : This is the same thing for the "extended keypad".
  • key_names_dead : This is a list of names for dead keys. Each entry is only one string. It is usually presented as two consecutive literals (for instance L"~" L"TILDE") but this is just a C syntax trick (this is equivalent to L"~TILDE").

Mapping scan codes to virtual keys

The array scancode_to_vk associates each scan code to a virtual key.

This is a simple array. This index in the array is the scan code, starting from 0. There is no terminator, the size of the array is explicitely computed in the KBDTABLES dispatch table.

You may increase or decrease the size of the array scancode_to_vk but keep all consecutive entries. Also keep the hexadecimal index values in comments. Each one is the index in the array and consequently the scan code value. These comments are useful to edit the table.

The value of each entry is the 16-bit virtual key code. When a scan code is non-existent on the keyboard and has no virtual key, use the symbol VK__none_.

Virtual key codes for alphanumerical keys are the correponding character literals 'A' to 'Z' and '0' to '9'.

Other virtual key codes have symbols starting with VK_. Some symbols are obvious to choose (VK_ESCAPE, VK_RETURN for instance). Others are more ambiguous.

The list of the most common virtual key symbols are:

VK_CANCEL     VK_SNAPSHOT    VK_F9         VK_CONVERT              VK_OEM_3
VK_BACK       VK_INSERT      VK_F10        VK_NONCONVERT           VK_OEM_4
VK_TAB        VK_DELETE      VK_F11        VK_ACCEPT               VK_OEM_5
VK_CLEAR      VK_HELP        VK_F12        VK_MODECHANGE           VK_OEM_6
VK_RETURN     VK_SLEEP       VK_F13        VK_VOLUME_MUTE          VK_OEM_7
VK_SHIFT      VK_NUMLOCK     VK_F14        VK_VOLUME_DOWN          VK_OEM_8
VK_CONTROL    VK_SCROLL      VK_F15        VK_VOLUME_UP            VK_OEM_102
VK_ESCAPE     VK_NUMPAD0     VK_F16        VK_MEDIA_NEXT_TRACK     VK_ICO_CLEAR
VK_MENU       VK_NUMPAD1     VK_F17        VK_MEDIA_PREV_TRACK     VK_PACKET
VK_PAUSE      VK_NUMPAD2     VK_F18        VK_MEDIA_STOP           VK_OEM_RESET
VK_LWIN       VK_NUMPAD3     VK_F19        VK_MEDIA_PLAY_PAUSE     VK_OEM_JUMP
VK_RWIN       VK_NUMPAD4     VK_F20        VK_LAUNCH_MAIL          VK_OEM_PA1
VK_APPS       VK_NUMPAD5     VK_F21        VK_LAUNCH_MEDIA_SELECT  VK_OEM_PA2
VK_SPACE      VK_NUMPAD6     VK_F22        VK_LAUNCH_APP1          VK_OEM_PA3
VK_LSHIFT     VK_NUMPAD7     VK_F23        VK_LAUNCH_APP2          VK_OEM_WSCTRL
VK_RSHIFT     VK_NUMPAD8     VK_F24        VK_PROCESSKEY           VK_OEM_CUSEL
VK_LCONTROL   VK_NUMPAD9     VK_LBUTTON    VK_ICO_HELP             VK_OEM_ATTN
VK_RCONTROL   VK_MULTIPLY    VK_RBUTTON    VK_ICO_00               VK_OEM_FINISH
VK_LMENU      VK_ADD         VK_MBUTTON    VK_OEM_FJ_JISHO         VK_OEM_COPY
VK_RMENU      VK_SEPARATOR   VK_XBUTTON1   VK_OEM_FJ_MASSHOU       VK_OEM_AUTO
VK_PRIOR      VK_SUBTRACT    VK_XBUTTON2   VK_OEM_FJ_TOUROKU       VK_OEM_ENLW
VK_NEXT       VK_DECIMAL     VK_CAPITAL    VK_OEM_FJ_LOYA          VK_OEM_BACKTAB
VK_END        VK_DIVIDE      VK_KANA       VK_OEM_FJ_ROYA          VK_ATTN
VK_HOME       VK_F1          VK_HANGEUL    VK_OEM_NEC_EQUAL        VK_CRSEL
VK_LEFT       VK_F2          VK_HANGUL     VK_OEM_PLUS             VK_EXSEL
VK_UP         VK_F3          VK_IME_ON     VK_OEM_COMMA            VK_EREOF
VK_RIGHT      VK_F4          VK_JUNJA      VK_OEM_MINUS            VK_PLAY
VK_DOWN       VK_F5          VK_FINAL      VK_OEM_PERIOD           VK_ZOOM
VK_SELECT     VK_F6          VK_HANJA      VK_OEM_AX               VK_NONAME
VK_PRINT      VK_F7          VK_KANJI      VK_OEM_1                VK_PA1
VK_EXECUTE    VK_F8          VK_IME_OFF    VK_OEM_2                VK_OEM_CLEAR

In practice, keys which produces actual characters can be associated to any virtual key code since another table will indicate which combination of virtual key code and modifiers produces which characters. The idea is to remain rational and use the appropriate names.

Keys which generate punctuation marks only have no obvious VK_ symbol because the way they are combined with the Shift key is highly dependent on the language. For those, use one of VK_OEM_1 to VK_OEM_8.

All VK_ symbols are 8-bit values. A virtual key code can be or'ed with one of the following 8 flags in the next byte. The meaning of these flags is not fully clear.

KBDEXT           extended keyboard (?)
KBDMULTIVK
KBDSPECIAL       special keyboard (?)
KBDNUMPAD        key on the numerical keypad
KBDUNICODE
KBDINJECTEDVK
KBDMAPPEDVK
KBDBREAK

Additional virtual key symbols for special keyboards:

VK_NAVIGATION_VIEW     VK_BROWSER_FAVORITES        VK_GAMEPAD_DPAD_RIGHT
VK_NAVIGATION_MENU     VK_BROWSER_HOME             VK_GAMEPAD_MENU
VK_NAVIGATION_UP       VK_GAMEPAD_A                VK_GAMEPAD_VIEW
VK_NAVIGATION_DOWN     VK_GAMEPAD_B                VK_GAMEPAD_LEFT_THUMBSTICK_BUTTON
VK_NAVIGATION_LEFT     VK_GAMEPAD_X                VK_GAMEPAD_RIGHT_THUMBSTICK_BUTTON
VK_NAVIGATION_RIGHT    VK_GAMEPAD_Y                VK_GAMEPAD_LEFT_THUMBSTICK_UP
VK_NAVIGATION_ACCEPT   VK_GAMEPAD_RIGHT_SHOULDER   VK_GAMEPAD_LEFT_THUMBSTICK_DOWN
VK_NAVIGATION_CANCEL   VK_GAMEPAD_LEFT_SHOULDER    VK_GAMEPAD_LEFT_THUMBSTICK_RIGHT
VK_BROWSER_BACK        VK_GAMEPAD_LEFT_TRIGGER     VK_GAMEPAD_LEFT_THUMBSTICK_LEFT
VK_BROWSER_FORWARD     VK_GAMEPAD_RIGHT_TRIGGER    VK_GAMEPAD_RIGHT_THUMBSTICK_UP
VK_BROWSER_REFRESH     VK_GAMEPAD_DPAD_UP          VK_GAMEPAD_RIGHT_THUMBSTICK_DOWN
VK_BROWSER_STOP        VK_GAMEPAD_DPAD_DOWN        VK_GAMEPAD_RIGHT_THUMBSTICK_RIGHT
VK_BROWSER_SEARCH      VK_GAMEPAD_DPAD_LEFT        VK_GAMEPAD_RIGHT_THUMBSTICK_LEFT

The lists scancode_to_vk_e0 and scancode_to_vk_e1 serve the same purpose for scan codes with E0 and E1 prefix, respectively. The lists are short. Consequently, the values of the scan codes are explictely specified in the list instead of being implicitely an index in an array.

Definition of modifiers

For western keyboards, the three modifiers are Shift, Control and Alt. AltGr, when available, is equivalent to Control+Alt.

The structure char_modifiers defines how modifiers are handled in this keyboard layout.

First, the structure vk_to_bits defines how virtual key codes are mapped to bits in modifier masks. For western keyboards, the structure is always the following:

static VK_TO_BIT vk_to_bits[] = {
    {VK_SHIFT,   KBDSHIFT},  // KBDSHIFT = 0b001
    {VK_CONTROL, KBDCTRL},   // KBDCTRL  = 0b010
    {VK_MENU,    KBDALT},    // KBDALT   = 0b100
    {0,          0}
};

Second, the structure char_modifiers defines which combinations of modifiers are valid for this keyboard. These combinations are listed in the ModNumber array field. The index of the last value is in the wMaxModBits field. Note that this is an index, not the size of the ModNumber array. It must be the size minus 1.

The indexes in the ModNumber array are a combination of the KBDxxx modifier masks. The values in the ModNumber array are "modification numbers" which will be used later.

Here is an example:

static MODIFIERS char_modifiers = {
    .pVkToBit    = vk_to_bits,
    .wMaxModBits = 6, // index of the last element 
    .ModNumber   = {
        0,            // index 0b000                      = <none>
        1,            // index 0b001 = KBDSHIFT           = Shift
        2,            // index 0b010 = KBDCTRL            = Control
        4,            // index 0b011 = KBDSHIFT | KBDCTRL = Shift Control
        SHFT_INVALID, // index 0b100 = KBDALT             = Alt
        SHFT_INVALID, // index 0b101 = KBDSHIFT | KBDALT  = Shift Alt
        3,            // index 0b110 = KBDCTRL | KBDALT   = Control Alt (AltGr)
    }
};

Notes on the example:

  • There are 7 entries in ModNumber and wMaxModBits is consequently 6 (last index = size - 1).
  • The index in ModNumber is a bit mask of modifiers, here from 0b000 (0) to 0b110 (6).
  • Some combinations of modifiers may not be used in a keyboard. Index 7 = 0b111 = KBDSHIFT | KBDCTRL | KBDALT is out of range and not used. Indexes 0b100 and 0b101 are within range but the "modification number" is the special value SHFT_INVALID which means that this combination is not used.
  • Other entries have valid "modification numbers". All modification numbers must be globally contiguous (here 0, 1, 2, 3, 4) but not necessarily in increasing order.
  • As an example, the modification number 3 is at index 6 = 0b110. Modification number 3 consequently means Control+Alt (which is the equivalent of AltGr on keyboards with an AltGr key).

Character generation

The next tables define which characters are generated for a virtual key code and all its combinations of modifiers.

One virtual key may generate one character only (numerical keypad for instance). Or two if using Shift produces a distinct character (letter keys for instance). Or three if there is a third AltGr possibility. Or more...

This is were it becomes complicated.

Each entry of the character generation table has:

  • A virtual key code. This is either a VK_ symbol, 'A' to 'Z', or '0' to '9'.
  • A bit mask of attributes.
    • CAPLOK : When "Caps Lock" is on, use an implicit Shift.
    • SGCAPS
    • CAPLOKALTGR : When "Caps Lock" is on and AltGr is pressed, use an implicit AltGr+Shift.
    • KANALOK
    • GRPSELTAP
  • An array of N characters (16-bit wide characters). This is where the "modification numbers" are used as index in the array.

If the previous example, we had 5 different modification numbers, 0 to 4. They are used as index in the character array of each entry of the character generation tables.

  • At index 0 : virtual key without modifier
  • At index 1 : virtual key with Shift
  • At index 2 : virtual key with Control
  • At index 3 : virtual key with Control+Alt (or AltGr)
  • At index 4 : virtual key with Shift+Control

This is were it becomes even more complicated.

To optimize space, there is not one single character generation table. There are several of them. The idea is that the "modification numbers" which are the less used for that keyboard are at the end (number 4 in the example). We create a table of all characters with modification number 0 to 4, another one (with shorter entries) with modification numbers 0 to 3, etc.

The tables with trimmed entries have types VK_TO_WCHARS1, VK_TO_WCHARS2, VK_TO_WCHARS3, etc. where the last digit is the number of characters which can be generated for the virtual key of this entry.

Since all entries do not have the same type, they are grouped in distinct tables, one per entry size. The data structure vk_to_wchar is the master character generation structures. It contains a list of pointers to the various character generation tables. For each table, the number of characters in each entry and the size in bytes of an entry are specified.

Let's take an example to illustrate two other specificities:

static VK_TO_WCHARS4 vk_to_wchar4[] = {
    //                               Shift     Ctrl      Ctrl/Alt
    //                               -----     ----      --------
    {'2',         CAPLOK, {0x00E9,   L'2',     WCH_NONE, WCH_DEAD}}, // e acute
    {VK__none_,   0x00,   {WCH_NONE, WCH_NONE, WCH_NONE, L'~'}},
    {'3',         CAPLOK, {L'"',     L'3',     WCH_NONE, L'#'}},
    ...

The table uses type VK_TO_WCHARS4 which contains 4 characters per entry. These characters are indexed from 0 to 3. These indexes are "modification numbers" from the char_modifiers structure. Looking up these modification numbers in char_modifiers, we see that number 0 has no modifier, number 1 uses Shift, number 2 uses Control and number 3 uses Control+ Alt. This is reminded in the comments on top of the columns.

On a French keyboard, the key '2' generates an "e acute" (unicode 0x00E9). Shift+'2' generates a "2". Control+'2' does nothing and the symbol WCH_NONE is used. AltGr+'2' (or Control+Alt+'2') generates a tilde '~'. However, tilde is a dead key. This is indicated by the symbol WCH_DEAD instead of '~'. So, how do you indicate that the corresponding dead key is a tilde and not some other accent? We add a dummy entry immediately following any entry with a WCH_DEAD. This entry has virtual key VK__none_ and all characters with a WCH_DEAD on the preceding line are replaced with the actual dead key, here a '~'. Any other character in this dummy line is ignored and set to WCH_NONE.

Pretty weird, isn't it?

Dead keys character generation

Now that we have defined some dead keys (such as '~' in the previous example), how do we specify which accentuated characters can be generated following each dead key?

This is done in table dead_keys. Each entry defines the combination of a letter (n for instance), an accent (the dead key, ~ in the example) and the actual character which is produced when hitting the dead key followed by the letter (ñ in that case).

The last field of each entry in dead_keys is a mask of flags. The only defined flag is DKF_DEAD which is used for dead key chaining. As recommended by Dimitriy Ryazantcev in issue #1, more information can be found here and here.

Ligatures

The last table is rarely used. It defines "ligatures", sequences of characters which are sent from one key.

In this project, the keyboard layout kbdfrnodead (French keyboard without dead keys) contains an example of this: The combination AltGr-'T' generates "test", a string of four letters. This is useless, just an example of ligature for reference.

Declaring a keyboard layout on windows

The way a keyboard layout DLL shall be installed on Windows is poorly documented.

  • The Windows Driver Samples project on GitHub simply recommends to "substitute the existing DLL installed by the operating system with the customized DLL". It does not give any hint on how to install a new layout, in addition to the existing ones.
  • The Microsoft Keyboard Layout Creator utility (MSKLC) creates an MSI installer for each keyboard which correctly installs the DLL but the way it is done is never described.
  • The problem has been discussed multiple times in various online forums but no clear explanation or solution was proposed.

During the setup of this project, finding how to correctly install a keyboard layout DLL was the hardest part. Since this is documented nowhere, this note tries to provide the missing answers. However, note that this procedure was found after various analyses and trials. It may be incomplete. It is provided for information only.

The first step is copying the DLL (for instance kbdusapple.dll) into C:\Windows\System32 (or more precisely %SystemRoot%\system32).

The second step is declaring the DLL in the registry. This is the tricky part.

Note that this registration cannot be statically defined. It is not possible to provide a predefined .reg file to be installed everywhere for a given keyboard. There is a dynamic part to be executed by an installation program, typically to find unique identifiers on the target system.

Let's start from a minimum example:

[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Keyboard Layouts\a0060409]
"Layout File"="kbdusapple.dll"
"Layout Text"="United States Apple (WKL)"
"Layout Id"="00f8"
  1. Identify the "base language" for your keyboard. This is a 4-digit hexadecimal number, here 0409 for English. If you are not sure, browse through HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Keyboard Layouts and spot the 4 LSB digits of an entry for the same language (or similar).
  2. Build a unique 8-digit language id. The 4 LSB digits are the base language id. The 4 MSB digits must be chosen so that the resulting 8-digit id is unique in the system. Typically, during the installation, browse through the registry to find all existing keyboards with the same base language id and select the "next" 4-digit MSB part. In the example, the result is a0060409. Using a as most significant digit seems to be a convention but may be irrelevant.
  3. Create the corresponding registry key. Inside the key, create the value "Layout File". It shall contain the DLL file name, without directory.
  4. Create the value "Layout Text" with some short text which will appear in the list of keyboards in the System Settings application.
  5. Create a unique 4-digit hexadecimal value for the value "Layout Id". This value is mandatory. Without this registry entry, your keyboard will be seen in the System Settings but will never be activated. This is the tricky part of the procedure. Typically, the installation procedure shall browse HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Keyboard Layouts and allocate a new unique value. This must be a unique value among all installed keyboards, not only inside the same base language.

In this project, all these steps are handled by the utility kbdadmin -i.

Developers who want to install their own keyboard layouts, independently of this project, may use the libtools library. See the functions InstallKeyboardLayout() and UninstallKeyboardLayout() in kbdinstall.h.

Notes on Apple keyboards

The Apple keyboards as found on Mac systems are notoriously different from PC keyboards. When running a Windows virtual machine on a Mac, the default Windows keyboard layouts are not appropriate.

On Windows 11, the Apple keyboards are not available by default and need custom mappings. The hypervisor hosting the Windows virtual machine may provide specific mappings for Apple keyboards, typically as part of "guest tools" to be installed on the Windows virtual machine. This is the case for Parallels Desktop for instance. However, with UTM/Qemu, there are no guest tools with Apple keyboard layouts. This specific issue was the initial reason to create the WKL project.

In the diagrams below, the hexadecimal values are the scan codes of the keys, e means "Extended" (Ctrl or Right-Alt) and a means "Alt".

Apple keyboards bottom row

+---------+--------+---------+-------------------------+---------+--------+---------+
| control | option | command |          space          | command | option | control |
|  0x1D   | 0x38 a | 0x5B e  |          0x39           | 0x5C e  | 0x38 e | 0x1D e  |
+---------+--------+---------+-------------------------+---------+--------+---------+

Apple keyboards numerical pad

+--------+--------+--------+    +--------+--------+--------+--------+
|  F13   |  F14   |  F15   |    |  F16   |  F17   |  F18   |  F19   |
| 0x37 e | (none) | (none) |    |  0x67  |  0x68  |  0x69  |  0x6A  |
+--------+--------+--------+    +--------+--------+--------+--------+
|   fn   |  Home  |Page Up |    |Num Lock|   =    |   /    |   *    |
| (none) | 0x47 e | 0x49 e |    | 0x45 e |  0x59  | 0x35 e |  0x37  |
+--------+--------+--------+    +--------+--------+--------+--------+
|  Del   |  End   |Page Dwn|    |   7    |   8    |   9    |   -    |
| 0x53 e | 0x4F e | 0x51 e |    |  0x47  |  0x48  |  0x49  |  0x4A  |
+--------+--------+--------+    +--------+--------+--------+--------+
                                |   4    |   5    |   6    |   +    |
                                |  0x4B  |  0x4C  |  0x4D  |  0x4E  |
         +--------+             +--------+--------+--------+--------+
         |   Up   |             |   1    |   2    |   3    |        |
         | 0x48 e |             |  0x4F  |  0x50  |  0x51  |        |
+--------+--------+--------+    +--------+--------+--------+ Enter  |
|  Left  |  Down  | Right  |    |        0        |   ,    | 0x1C e |
| 0x4B e | 0x50 e | 0x4D e |    |       0x52      |  0x53  |        |
+--------+--------+--------+    +--------+--------+--------+--------+

Apple keyboards in Windows virtual machines

When you run a Windows virtual machine (VM) on a Mac, there is a potential issue with two keys on the left side of the keyboard: the keys @/# and </> are sometimes inverted. The presence of these keys depends on the language layout.

This situation is the result of a long history of keyboards in Apple systems. An explanation has been proposed by Eugene Golushkov in issue #2.

We observe that the problem appears on some hypervisors and not on others. Using Parallels Desktop, there is no problem. The two keys send their expected scan codes. On the other hand, using VMware or UTM/Qemu, the two keys swap their scan codes.

On the diagram below, the left part shows the expected key codes of a standard keyboard. This is also what is received by a Windows VM running on Parallels Desktop. The right part of the diagram shows what is received by a Windows VM running on VMware or UTM/Qemu. This has been experienced using the scancodes utility in this project.

   Standard scan codes                On some virtual machines
+------+------+-----------           +------+------+-----------
| @ #  |   1  |                      | @ #  |   1  |
| 0x29 | 0x02 | ...                  | 0x56 | 0x02 | ...
+------+---+--+---+-------           +------+---+--+---+-------
|    TAB   |  Q   |                  |    TAB   |  Q   |
|    0x0F  | 0x10 | ...              |    0x0F  | 0x10 | ...
+----------+-+----+-+-----           +----------+-+----+-+-----
| Caps Lock  |  A   |                | Caps Lock  |  A   |
|    0x3A    | 0x1E | ...            |    0x3A    | 0x1E | ...
+---------+--+---+--+---+-           +---------+--+---+--+---+-
| L Shift | < >  |  Z   |            | L Shift | < >  |  Z   |
|   0x2A  | 0x56 | 0x2C |            |   0x2A  | 0x29 | 0x2C |
+---------++-----+--+---+-           +---------++-----+--+---+-
| Control  | Option |                | Control  | Option |
|   0x1D   | 0x38 a | ...            |   0x1D   | 0x38 a | ...
+----------+--------+-----           +----------+--------+-----

To face the two situations, this project proposes two versions of each Apple keyboard. The version named "Apple VM" uses the swapped scan codes for the keys @/# and </>.

Important: This inversion has been noticed in various versions of the French Apple keyboards. Because it is not possible for one single person to own all international keyboards, the problem may be slightly different on other keyboards and the corresponding "Apple VM" keyboard layout may not be correct. Please report all discrepancies in the "Issues" area of this project or submit a pull request with the fix if possible.

List of available keyboards

The following table lists the currently available keyboards in this project. The base language is a 4-digit hexadecimal number.

DLL name Base Description
kbdarapple 0401 Arabic Apple
kbdarapplevm 0401 Arabic Apple VM
kbdbeapple 0813 Belgian (period) Apple
kbdbeapplevm 0813 Belgian (period) Apple VM
kbdbzapple 0416 Portuguese (Brazil) Apple
kbdbzapplevm 0416 Portuguese (Brazil) Apple VM
kbdcaapple 0c0c Canadian French Apple
kbdcaapplevm 0c0c Canadian French Apple VM
kbdczapple 0405 Czech Apple
kbdczapplevm 0405 Czech Apple VM
kbddaapple 0406 Danish Apple
kbddaapplevm 0406 Danish Apple VM
kbddeapple 0407 German Apple
kbddeapplevm 0407 German Apple VM
kbdduapple 0413 Dutch Apple
kbdduapplevm 0413 Dutch Apple VM
kbddvapple 0409 United States (Dvorak) Apple
kbddvapplevm 0409 United States (Dvorak) Apple VM
kbdejapple 0809 English Japanese Apple
kbdejapplevm 0809 English Japanese Apple VM
kbdfiapple 040b Finnish Apple
kbdfiapplevm 040b Finnish Apple VM
kbdfnapple 040c French (Numerical) Apple
kbdfnapplevm 040c French (Numerical) Apple VM
kbdfrapple 040c French Apple
kbdfrapplevm 040c French Apple VM
kbdfrnodead 040c French - No Dead Key
kbditapple 0410 Italian Apple
kbditapplevm 0410 Italian Apple VM
kbdnoapple 0414 Norwegian Apple
kbdnoapplevm 0414 Norwegian Apple VM
kbdplapple 0415 Polish (Programmers) Apple
kbdplapplevm 0415 Polish (Programmers) Apple VM
kbdpoapple 0816 Portuguese Apple
kbdpoapplevm 0816 Portuguese Apple VM
kbdruapple 0419 Russian Apple
kbdruapplevm 0419 Russian Apple VM
kbdsgapple 0807 Swiss German Apple
kbdsgapplevm 0807 Swiss German Apple VM
kbdspapple 040a Spanish Apple
kbdspapplevm 040a Spanish Apple VM
kbdswapple 041d Swedish Apple
kbdswapplevm 041d Swedish Apple VM
kbdszapple 100c Swiss French Apple
kbdszapplevm 100c Swiss French Apple VM
kbduaapple 0409 Ukrainian Apple
kbduaapplevm 0409 Ukrainian Apple VM
kbduiapple 0409 United States International Apple
kbduiapplevm 0409 United States International Apple VM
kbdukapple 0809 United Kingdom Apple
kbdukapplevm 0809 United Kingdom Apple VM
kbdurapple 0409 United States ISO/RU Apple
kbdurapplevm 0409 United States ISO/RU Apple VM
kbdusapple 0409 United States Apple
kbdusapplevm 0409 United States Apple VM