$REVOLUTION_SDK_ROOT/build/demos/kbddemo
Go to the directory $REVOLUTION_SDK_ROOT/build/demos/kbddemo and type make. An executable (.elf) file will be generated under the path $REVOLUTION_SDK_ROOT/RVL/bin/demos/kbddemo/.
A USB keyboard is required to run all of these demos. A Nintendo GameCube Controller is also required for some demos.
For the kbdUTF8 and kbdUTF8Sync demos, a terminal that supports UTF-8 is required in order to correctly display output from non-English keyboards. Below, we describe one of the methods for displaying output correctly for these demos.
ruby: Interpreted object-oriented scripting language" (under devel) Cygwin package.terminator.msi from http://software.jessies.org/terminator/.uterm comX". Here, X is the serial out COM port number of the NDEV you are using. Uterm is located in $REVOLUTION_SDK_ROOT/X86/bin/.To run either of the demos, change to the $REVOLUTION_SDK_ROOT/RVL/bin/demos/kbddemo/ directory and do the following:
If you just want to run an application, run the "ndrun" script with the .elf file as an argument.
To debug using CodeWarrior, do one of the following:
Execute $CWFOLDER/bin/IDE.exe with the .elf file as an argument.
Launch $CWFOLDER/bin/IDE.exe, then drag and drop the .elf file.
If the .elf file is associated with $CWFOLDER/bin/IDE.exe, double-click the .elf file.
Note: These sample demos demonstrate the use of the USB keyboard library (the KBD library). To verify the operation of these demos, you must insert a USB keyboard into the USB port. Demos other than kbdLowLevel are used by inserting a Nintendo GameCube controller into Port 1.
Demo Name | Description |
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This sample shows how to use the low-level interface of the KBD callback function. |
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This sample shows how to use the high-level interface of the KBD callback function. The A Button on the Nintendo GameCube Controller sets the next keyboard's country. The B Button on the Nintendo GameCube Controller sets the previous keyboard's country. The X Button on the Nintendo GameCube Controller switches the channel of the keyboard that is changed with either the A Button or the B Button. The Y Button on the Nintendo GameCube Controller prints a sample UTF-8 string. This makes it possible to check whether or not the terminal you are using can output UTF-8 correctly. |
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This sample shows how to use the low-level interface of the KBD synchronization function. The R Button on the Nintendo GameCube Controller will make the application sleep for 5 seconds. This makes it possible to verify overflow operation. |
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This sample shows how to use the high-level interface of the KBD synchronization function. The A Button on the Nintendo GameCube Controller sets the next keyboard's country. The B Button on the Nintendo GameCube Controller sets the previous keyboard's country. The X Button on the Nintendo GameCube Controller switches the channel of the keyboard that is changed with either the A Button or the B Button. The Y Button on the Nintendo GameCube Controller prints a sample UTF-8 string. This makes it possible to check whether or not the terminal you are using can output UTF-8 correctly. The R Button on the Nintendo GameCube Controller will make the application sleep for 5 seconds. This makes it possible to verify overflow operation. |
In the high-level demos, we have implemented switching between the Japanese and Greek languages. For Japanese, use the katakana/hiragana key, and for Greek, use Alt+Space.
2007/03/20 Initial version.
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