Step 2: Writing the Header
A keyboard file is divided into two sections: the header and the rules. The header section defines the name of the keyboard, its bitmap, and other general settings. The rules are used to define how the keyboard responds to keystrokes from the user, and are divided into groups. We will start by writing the header.
The keyboard header is the first part of a keyboard; it consists of statements that help Keyman identify the keyboard and set default options for it. Each statement in the header must be on a separate line and is usually written with capital letters, although that is not required. Keeping the statements in the header in upper case helps you identify them easily, and keeps them consistent with keyboard programs other people might write.
We will begin to write the keyboard. If Keyman Developer is not already running, start it now. It will open with a blank keyboard file ready for us.
Type or paste the following code into the keyboard file. This is the header of our keyboard file.
c Simplified French Keyboard for Keyman 7.0 c c This keyboard program uses a simplified set of keys c for typing French, especially for those who don't know the c standard French keyboard. c c NOTE: This keyboard was created from the Keyman keyboard c programming tutorial. store(&Version) "7.0" c This keyboard is for use with Keyman 7.0 store(&Name) "Quick French" store(&Bitmap) "qfrench.ico" store(&MnemonicLayout) "1" c This keyboard uses a mnemonic layout. begin Unicode > use(Main)
An explanation of the various parts of the header follows on the next page.