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Example_Keyboards/Fujitsu_Lifebook/Fujitsu_Lifebook.ino
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Example_Keyboards/Fujitsu_Lifebook/Fujitsu_Lifebook.ino
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/* Copyright 2021 Frank Adams
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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// This software creates a USB keyboard from a Fujitsu Lifebook keyboard.
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//
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// Revision History
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// Initial Release Oct 30, 2021
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//
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#define MODIFIERKEY_FN 0x8f // give Fn key a fake HID code
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// LED I/O connections
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#define CAPS_LED 13
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//
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const byte rows_max = 16; // sets the number of rows in the matrix
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const byte cols_max = 8; // sets the number of columns in the matrix
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//
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// Load the normal key matrix with the Teensyduino key names
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// described at www.pjrc.com/teensy/td_keyboard.html
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// A zero indicates no normal key at that location.
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int normal[rows_max][cols_max] = {
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{KEY_TILDE,KEY_F1,KEY_ESC,KEY_F2,KEY_F3,KEY_F4,KEY_TAB,KEY_CAPS_LOCK},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,KEY_A,KEY_S,KEY_2,KEY_3,KEY_F5,KEY_W,KEY_Q},
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{0,KEY_D,KEY_1,KEY_E,KEY_4,KEY_F6,KEY_Z,KEY_X},
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{0,KEY_G,KEY_F,KEY_R,KEY_5,KEY_F7,KEY_N,KEY_V},
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{KEY_SPACE,KEY_H,KEY_Y,KEY_T,KEY_6,KEY_F8,KEY_C,KEY_B},
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{0,KEY_COMMA,KEY_M,KEY_J,KEY_U,KEY_7,0,0},
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{0,0,0,0,0,0,0,0},
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{KEY_LEFT,KEY_PERIOD,KEY_L,KEY_K,KEY_I,KEY_8,KEY_SLASH,KEY_MENU},
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{KEY_UP,KEY_SEMICOLON,KEY_P,KEY_O,KEY_9,KEY_F9,0,KEY_QUOTE},
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{KEY_DOWN,KEY_RIGHT_BRACE,KEY_MINUS,0,KEY_0,KEY_F10,KEY_EQUAL,KEY_LEFT_BRACE},
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{KEY_RIGHT,0,KEY_END,KEY_DELETE,KEY_F12,KEY_F11,KEY_ENTER,KEY_BACKSLASH},
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{KEY_BACKSPACE,KEY_HOME,KEY_INSERT,KEY_PAUSE,KEY_NUM_LOCK,KEY_PRINTSCREEN,KEY_PAGE_UP,KEY_PAGE_DOWN}
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};
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// Load the numlock key matrix with key names at the correct row-column location.
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// This matrix is the same as the normal matrix except for the number pad keys
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// A zero indicates no numlock key at that location.
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int numlock[rows_max][cols_max] = {
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{KEY_TILDE,KEY_F1,KEY_ESC,KEY_F2,KEY_F3,KEY_F4,KEY_TAB,KEY_CAPS_LOCK},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,KEY_A,KEY_S,KEY_2,KEY_3,KEY_F5,KEY_W,KEY_Q},
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{0,KEY_D,KEY_1,KEY_E,KEY_4,KEY_F6,KEY_Z,KEY_X},
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{0,KEY_G,KEY_F,KEY_R,KEY_5,KEY_F7,KEY_N,KEY_V},
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{KEY_SPACE,KEY_H,KEY_Y,KEY_T,KEY_6,KEY_F8,KEY_C,KEY_B},
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{0,KEYPAD_MINUS,KEYPAD_0,KEYPAD_1,KEYPAD_4,KEYPAD_7,0,0},
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{0,0,0,0,0,0,0,0},
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{KEY_LEFT,KEYPAD_PERIOD,KEYPAD_3,KEYPAD_2,KEYPAD_5,KEYPAD_8,KEYPAD_SLASH,KEY_MENU},
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{KEY_UP,KEYPAD_PLUS,KEY_P,KEYPAD_6,KEYPAD_9,KEY_F9,0,KEYPAD_ASTERIX},
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{KEY_DOWN,KEY_RIGHT_BRACE,KEY_MINUS,0,KEY_0,KEY_F10,KEY_EQUAL,KEYPAD_ENTER},
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{KEY_RIGHT,0,KEY_END,KEY_DELETE,KEY_F12,KEY_F11,KEY_ENTER,KEY_BACKSLASH},
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{KEY_BACKSPACE,KEY_HOME,KEY_INSERT,KEY_PAUSE,KEY_NUM_LOCK,KEY_PRINTSCREEN,KEY_PAGE_UP,KEY_PAGE_DOWN}
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};
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// Load the modifier key matrix with key names at the correct row-column location.
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// A zero indicates no modifier key at that location.
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int modifier[rows_max][cols_max] = {
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{0,0,0,0,0,0,0,0},
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{MODIFIERKEY_FN,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,MODIFIERKEY_LEFT_CTRL},
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{0,0,0,MODIFIERKEY_LEFT_SHIFT,MODIFIERKEY_RIGHT_SHIFT,0,0,0},
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{0,MODIFIERKEY_GUI,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{MODIFIERKEY_LEFT_ALT,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,MODIFIERKEY_GUI,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0}
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};
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// Load the media key matrix with Fn key names at the correct row-column location.
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// A zero indicates no media key at that location.
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int media[rows_max][cols_max] = {
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{0,KEY_MEDIA_MUTE,0,KEY_MEDIA_VOLUME_DEC,KEY_MEDIA_VOLUME_INC,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0}
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};
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// Initialize the old_key matrix with one's.
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// 1 = key not pressed, 0 = key is pressed
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boolean old_key[rows_max][cols_max] = {
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1},
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{1,1,1,1,1,1,1,1}
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};
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//
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// Assign the Teensy I/O row numbers
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int Row_IO[rows_max] = {23, 0, 22, 1, 21, 2, 20, 3, 19, 4, 18, 5, 17, 6, 24, 7};
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//
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// Assign the column I/O numbers
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int Col_IO[cols_max] = {27, 11, 28, 12, 32, 31, 30, 29};
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//
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// Declare variables that will be used by functions
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boolean slots_full = LOW; // Goes high when slots 1 thru 6 contain normal keys
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//
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// slot 1 thru slot 6 hold the normal key values to be sent over USB.
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int slot1 = 0; //value of 0 means the slot is empty and can be used.
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int slot2 = 0;
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int slot3 = 0;
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int slot4 = 0;
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int slot5 = 0;
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int slot6 = 0;
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//
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int mod_shift_l = 0; // These variables are sent over USB as modifier keys.
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int mod_shift_r = 0; // Each is either set to 0 or MODIFIER_ ...
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int mod_ctrl_l = 0;
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int mod_ctrl_r = 0;
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int mod_alt_l = 0;
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int mod_alt_r = 0;
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int mod_gui = 0;
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//
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// Function to load the key name into the first available slot
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void load_slot(int key) {
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if (!slot1) {
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slot1 = key;
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}
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else if (!slot2) {
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slot2 = key;
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}
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else if (!slot3) {
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slot3 = key;
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}
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else if (!slot4) {
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slot4 = key;
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}
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else if (!slot5) {
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slot5 = key;
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}
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else if (!slot6) {
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slot6 = key;
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}
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if (!slot1 || !slot2 || !slot3 || !slot4 || !slot5 || !slot6) {
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slots_full = LOW; // slots are not full
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}
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else {
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slots_full = HIGH; // slots are full
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}
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}
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//
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// Function to clear the slot that contains the key name
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void clear_slot(int key) {
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if (slot1 == key) {
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slot1 = 0;
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}
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else if (slot2 == key) {
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slot2 = 0;
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}
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else if (slot3 == key) {
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slot3 = 0;
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}
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else if (slot4 == key) {
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slot4 = 0;
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}
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else if (slot5 == key) {
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slot5 = 0;
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}
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else if (slot6 == key) {
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slot6 = 0;
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}
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if (!slot1 || !slot2 || !slot3 || !slot4 || !slot5 || !slot6) {
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slots_full = LOW; // slots are not full
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}
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else {
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slots_full = HIGH; // slots are full
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}
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}
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//
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// Function to load the modifier key name into the appropriate mod variable
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void load_mod(int m_key) {
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if (m_key == MODIFIERKEY_LEFT_SHIFT) {
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mod_shift_l = m_key;
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}
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else if (m_key == MODIFIERKEY_RIGHT_SHIFT) {
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mod_shift_r = m_key;
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}
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else if (m_key == MODIFIERKEY_LEFT_CTRL) {
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mod_ctrl_l = m_key;
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}
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else if (m_key == MODIFIERKEY_RIGHT_CTRL) {
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mod_ctrl_r = m_key;
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}
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else if (m_key == MODIFIERKEY_LEFT_ALT) {
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mod_alt_l = m_key;
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}
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else if (m_key == MODIFIERKEY_RIGHT_ALT) {
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mod_alt_r = m_key;
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}
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else if (m_key == MODIFIERKEY_GUI) {
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mod_gui = m_key;
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}
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}
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//
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// Function to load 0 into the appropriate mod variable
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void clear_mod(int m_key) {
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if (m_key == MODIFIERKEY_LEFT_SHIFT) {
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mod_shift_l = 0;
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}
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else if (m_key == MODIFIERKEY_RIGHT_SHIFT) {
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mod_shift_r = 0;
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}
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else if (m_key == MODIFIERKEY_LEFT_CTRL) {
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mod_ctrl_l = 0;
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}
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else if (m_key == MODIFIERKEY_RIGHT_CTRL) {
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mod_ctrl_r = 0;
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}
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else if (m_key == MODIFIERKEY_LEFT_ALT) {
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mod_alt_l = 0;
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}
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else if (m_key == MODIFIERKEY_RIGHT_ALT) {
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mod_alt_r = 0;
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}
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else if (m_key == MODIFIERKEY_GUI) {
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mod_gui = 0;
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}
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}
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//
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// Function to send the modifier keys over usb
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void send_mod() {
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Keyboard.set_modifier(mod_shift_l | mod_shift_r | mod_ctrl_l | mod_ctrl_r | mod_alt_l | mod_alt_r | mod_gui);
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Keyboard.send_now();
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}
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//
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// Function to send the normal keys in the 6 slots over usb
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void send_normals() {
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Keyboard.set_key1(slot1);
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Keyboard.set_key2(slot2);
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Keyboard.set_key3(slot3);
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Keyboard.set_key4(slot4);
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Keyboard.set_key5(slot5);
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Keyboard.set_key6(slot6);
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Keyboard.send_now();
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}
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//
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// Function to set a pin to high impedance (acts like open drain output)
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void go_z(int pin)
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{
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pinMode(pin, INPUT);
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digitalWrite(pin, HIGH);
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}
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//
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// Function to set a pin as an input with a pullup
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void go_pu(int pin)
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{
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pinMode(pin, INPUT_PULLUP);
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digitalWrite(pin, HIGH);
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}
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//
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// Function to send a pin to a logic low
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void go_0(int pin)
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{
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pinMode(pin, OUTPUT);
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digitalWrite(pin, LOW);
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}
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//
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// Function to send a pin to a logic high
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void go_1(int pin)
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{
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pinMode(pin, OUTPUT);
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digitalWrite(pin, HIGH);
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}
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//
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//----------------------------------Setup-------------------------------------------
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void setup() {
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for (int a = 0; a < cols_max; a++) { // loop thru all column pins
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go_pu(Col_IO[a]); // set each column pin as an input with a pullup
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}
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//
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for (int b = 0; b < rows_max; b++) { // loop thru all row pins
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go_z(Row_IO[b]); // set each row pin as a floating output
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}
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//
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// Turn off Num lock if it's on at power up
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extern volatile uint8_t keyboard_leds; // 8 bits sent from Host to Teensy that give keyboard LED status.
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delay(1000); // wait to let the Teensy receive keyboard_leds byte from host
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if (keyboard_leds & 1) { // test if bit d0 is set, this is the num lock bit
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Keyboard.press(KEY_NUM_LOCK); // Push the num lock key to de-select it
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delay(5); // delay 5 milliseconds before releasing the key
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Keyboard.release(KEY_NUM_LOCK); // Release the num lock key
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}
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}
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boolean Fn_pressed = HIGH; // Active low, shows when the Fn key is pressed
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//
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//---------------------------------Main Loop---------------------------------------------
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//
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void loop() {
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// Scan keyboard matrix with an outer loop that drives each row low and an inner loop that reads every column (with pull ups).
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// The routine looks at each key's present state (by reading the column input pin) and also the previous state from the last scan
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// that was 30msec ago. The status of a key that was just pressed or just released is sent over USB and the state is saved in the old_key matrix.
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// The keyboard keys will read as logic low if they are pressed (negative logic).
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// The old_key matrix also uses negative logic (low=pressed).
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//
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for (int x = 0; x < rows_max; x++) { // loop thru the rows
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go_0(Row_IO[x]); // Activate Row (send it low)
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delayMicroseconds(10); // give the row time to go low and settle out
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for (int y = 0; y < cols_max; y++) { // loop thru the columns
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// **********Modifier keys including the Fn special case
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if (modifier[x][y] != 0) { // check if modifier key exists at this location in the array (a non-zero value)
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if (!digitalRead(Col_IO[y]) && (old_key[x][y])) { // Read column to see if key is low (pressed) and was previously not pressed
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if (modifier[x][y] != MODIFIERKEY_FN) { // Exclude Fn modifier key
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load_mod(modifier[x][y]); // function reads which modifier key is pressed and loads it into the appropriate mod_... variable
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send_mod(); // function sends the state of all modifier keys over usb including the one that just got pressed
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old_key[x][y] = LOW; // Save state of key as "pressed"
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}
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else { // Fn is pressed
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Fn_pressed = LOW; // Fn status variable is active low
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old_key[x][y] = LOW; // old_key state is "pressed" (active low)
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}
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}
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else if (digitalRead(Col_IO[y]) && (!old_key[x][y])) { //check if key is not pressed and was previously pressed
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if (modifier[x][y] != MODIFIERKEY_FN) { // Exclude Fn modifier key
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clear_mod(modifier[x][y]); // function reads which modifier key was released and loads 0 into the appropriate mod_... variable
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send_mod(); // function sends all mod's over usb including the one that just released
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old_key[x][y] = HIGH; // Save state of key as "not pressed"
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}
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else { // Fn is released
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Fn_pressed = HIGH; // Fn is no longer active
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old_key[x][y] = HIGH; // old_key state is "not pressed"
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}
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}
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}
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||||
// ***********end of modifier section
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//
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// ***********Normal keys, num lock, and media keys in this section
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else if ((normal[x][y] != 0) || (media[x][y] != 0)) { // check if normal or media key exists at this location in the array
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if (!digitalRead(Col_IO[y]) && (old_key[x][y]) && (!slots_full)) { // check if key pressed and not previously pressed and slots not full
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old_key[x][y] = LOW; // Save state of key as "pressed"
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if (Fn_pressed) { // Fn is not pressed and normal key needs to be sent
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if (keyboard_leds & 1) { // test if Num Lock is turned on
|
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load_slot(numlock[x][y]); //update first available slot with key name from numlock matrix
|
||||
send_normals(); // send all slots over USB including the key that just got pressed
|
||||
}
|
||||
else {
|
||||
load_slot(normal[x][y]); //update first available slot with key name from normal matrix
|
||||
send_normals(); // send all slots over USB including the key that just got pressed
|
||||
}
|
||||
}
|
||||
else if (media[x][y] != 0) { // Fn is pressed so send media if a key exists in the matrix
|
||||
Keyboard.press(media[x][y]); // media key is sent using keyboard press function per PJRC
|
||||
delay(5); // delay 5 milliseconds before releasing to make sure it gets sent over USB
|
||||
Keyboard.release(media[x][y]); // send media key release
|
||||
}
|
||||
}
|
||||
else if (digitalRead(Col_IO[y]) && (!old_key[x][y])) { //check if key is not pressed, but was previously pressed
|
||||
old_key[x][y] = HIGH; // Save state of key as "not pressed"
|
||||
if (Fn_pressed) { // Fn is not pressed
|
||||
if (keyboard_leds & 1) { // test if Num Lock is turned on
|
||||
clear_slot(numlock[x][y]); //clear slot with key name from numlock matrix
|
||||
send_normals(); // send all slots over USB including the key that just got released
|
||||
}
|
||||
else {
|
||||
clear_slot(normal[x][y]); //clear slot with key name from normal matrix
|
||||
send_normals(); // send all slots over USB including the key that just got released
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// **************end of normal, num lock, and media key section
|
||||
//
|
||||
}
|
||||
go_z(Row_IO[x]); // De-activate Row (send it to hi-z)
|
||||
}
|
||||
//
|
||||
// **********keyboard scan complete
|
||||
//
|
||||
// Control the 4 keyboard LEDs
|
||||
//
|
||||
if (keyboard_leds & 1<<1) {
|
||||
// if (keyboard_leds & 1<<1) { // mask off all bits but D1 and test if set
|
||||
go_1(CAPS_LED); // turn on the LED
|
||||
}
|
||||
else {
|
||||
go_0(CAPS_LED); // turn off the LED
|
||||
}
|
||||
//
|
||||
//******************Delay before the next scan
|
||||
delay(25); // The overall keyboard scanning rate is about 30ms
|
||||
}
|
Loading…
Reference in a new issue