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The keyboard object allows you to configure the input for a USB keyboard connected to the player.

keyboard IDL
interface Keyboard {
    Promise<bool> isAttached();
    Promise<void> setLayout(String layoutName);
    Promise<void> setNumLock(bool on_off);
};

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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.

var keyboardClass = require("@brightsign/keyboard");
var keyboard = new keyboardClass();

Keyboard

This interface allows for detection and configuration of a USB keyboard.

isAttached()
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()
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()
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

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));
        }); 






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