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template = "article.html"
title = "Arduino Leonardo fully-featured keyboard"
date = 2014-05-04T23:03:16+02:00
description = "Building a fully-featured keyboard emulator with Arduino Leonardo, including support for modifier keys and special characters."
[taxonomies]
tags = ["arduino"]
+++
The Leonardo has a simple [keyboard API](http://arduino.cc/en/Reference/MouseKeyboard).
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.
<!--more-->
## First try
Starting with an [Arduino sample](http://arduino.cc/en/Tutorial/KeyboardAndMouseControl),
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_
```cpp
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_
```cpp
// 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](http://en.wikipedia.org/wiki/Switch#Contact_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_
```cpp
// 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](https://github.com/Kernald/gameduino).