Arduino Leonardo fully-featured keyboard
The Leonardo has a simple keyboard API. I needed a way to emulate a keyboard (from a joystick and arcade buttons - you see where I’m going now). Here’s how I did it.
First try
Starting with an Arduino sample, we can make a first attempt. The circuit is the same as the sample - simply adjust the pins to your needs. It won’t need any change until the end of this post.
Basic keyboard
const int upButton = 2;
const int downButton = 3;
const int leftButton = 4;
const int rightButton = 5;
void setup() {
pinMode(upButton, INPUT);
pinMode(downButton, INPUT);
pinMode(leftButton, INPUT);
pinMode(rightButton, INPUT);
pinMode(mouseButton, INPUT);
Keyboard.begin();
}
void loop() {
if (digitalRead(upButton) == HIGH) {
Keyboard.write(KEY_UP_ARROW);
}
if (digitalRead(downButton) == HIGH) {
Keyboard.write(KEY_DOWN_ARROW);
}
if (digitalRead(leftButton) == HIGH) {
Keyboard.write(KEY_LEFT_ARROW);
}
if (digitalRead(rightButton) == HIGH) {
Keyboard.write(KEY_RIGHT_ARROW);
}
}
This however has a major issue. Each Keyboard.write()
call generates a
press/release cycle. If you keep a button pushed, instead of a single, long key
press, the computer will receive a ton of press/release events. We need to keep
the buttons states between loop()
calls.
Adding memory to the keyboard
Here’s a second attempt, with two modifications. First, to ease the addition/removal of a button, the code uses arrays instead of doing all steps four times. Second thing changed: each button now remember its state.
Stateful keyboard
// Number of buttons to handle
const int buttonsCount = 4;
// Arduino PINs to use
const int pins[buttonsCount] = {
2,
3,
4,
5
};
// Keys to send (order has to match the pins array)
const byte keys[buttonsCount] = {
KEY_UP_ARROW,
KEY_DOWN_ARROW,
KEY_LEFT_ARROW,
KEY_RIGHT_ARROW
};
bool status[buttonsCount] = {LOW};
void setup() {
for (int i = 0; i < buttonsCount; ++i) {
pinMode(pins[i], INPUT);
}
Keyboard.begin();
}
void loop() {
for (int i = 0; i < buttonsCount; ++i) {
const int pinStatus = digitalRead(pins[i]);
if (pinStatus != status[i]) {
status[i] = pinStatus;
if (pinStatus == HIGH) {
Keyboard.press(keys[i]);
} else {
Keyboard.release(keys[i]);
}
}
}
}
So… the keyboard now remembers which buttons are pressed, and should generate a single couple of events for each button press/release. Should. There’s still an issue: mechanical buttons are not perfect. Many events are still generated. This is due to a phenomenon called bounce.
Debouncing the keyboard
A simple way to debounce a button is, well, really simple: ignore all changes to the state of the button during a short delay after an initial change. While it’s not the most precise way and could be problematic in a more complex scenario, it’s perfectly fine to do this for a keyboard, given we keep this delay short enough.
Let’s throw in an array to remember the last event acknowledged by the keyboard:
Debounced keyboard
// Number of buttons to handle
const int buttonsCount = 4;
// Arduino PINs to use
const int pins[buttonsCount] = {
2,
3,
4,
5
};
// Keys to send (order has to match the pins array)
const byte keys[buttonsCount] = {
KEY_UP_ARROW,
KEY_DOWN_ARROW,
KEY_LEFT_ARROW,
KEY_RIGHT_ARROW
};
// Debounce delay
const long debounceDelay = 50;
bool status[buttonsCount] = {LOW};
long lastDebounces[buttonsCount] = {0};
void setup() {
for (int i = 0; i < buttonsCount; ++i) {
pinMode(pins[i], INPUT);
}
Keyboard.begin();
}
void loop() {
for (int i = 0; i < buttonsCount; ++i) {
const int pinStatus = digitalRead(pins[i]);
if (pinStatus != status[i] && millis() - debounceDelay > lastDebounces[i]) {
status[i] = pinStatus;
if (pinStatus == HIGH) {
Keyboard.press(keys[i]);
} else {
Keyboard.release(keys[i]);
}
lastDebounces[buttonNumber] = millis();
}
}
}
You’ll maybe need to adjust the debounce delay according to your buttons. Try to keep it as short as possible.
Conclusion
And voilà! We now have a fully functional keyboard, to which it’s easy to add/remove/change buttons. There’s still room for improvement: it would be easy to allow it to send key sequences instead of single key presses, for example.
You can find the full code on GitHub.