Panel | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||
ON THIS PAGE
|
...
Object Creation
To create a keyboard object, first load the brightsign/keyboard
module using the require()
method. Then create an instance of the keyboard class.
Code Block | ||
---|---|---|
| ||
var keyboardClass = require("@brightsign/keyboard");
var keyboard = new keyboardClass(); |
Keyboard
This interface allows for detection and configuration of a USB keyboard.
isAttached()
Code Block | ||
---|---|---|
| ||
Promise<bool> isAttached() |
Returns true
if a USB keyboard is connected to the player. This method counts a connected device as a keyboard if it reports having the following keys: "A", "Z", "0", "9", ".", and Enter.
setLayout()
Code Block | ||
---|---|---|
| ||
Promise<void> setLayout(String layoutName) |
Specifies the localized layout for the attached USB keyboard. This setting takes effect immediately and persists in the registry after a reboot. See this table for valid keymap parameters (players are set to "us" by default).
setNumLock()
Code Block | ||
---|---|---|
| ||
Promise<void> setNumLock(bool on_off) |
Sets the numlock state for the attached USB keyboard if passed true. Reset the state if passed false.
Example
Code Block | ||
---|---|---|
| ||
var KeyboardClass = require("@brightsign/keyboard");
var keyboard = new KeyboardClass();
keyboard.isAttached().then(
function(data) {
console.log("***Is Attached***");
console.log(JSON.stringify(data));
})
.catch(
function(data) {
console.log(JSON.stringify(data));
});
keyboard.setLayout("gb").then(
function(data) {
console.log("***Layout set***");
})
.catch(
function(data) {
console.log(JSON.stringify(data));
}); |