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USBMouse
The USBMouse interface is used to emulate a mouse over the USB port. You can choose relative or absolute co-ordinates, and send clicks, button state and scroll wheel movements.
The USB connector should be attached to p31 (D+), p32 (D-) and GND. You can also connect the USB power to VIN to power the mbed when connected.
Hello World¶
USBMouse Hello World!
#include "mbed.h" #include "USBMouse.h" USBMouse mouse; int main() { int16_t x = 0; int16_t y = 0; int32_t radius = 10; int32_t angle = 0; while (1) { x = cos((double)angle*3.14/180.0)*radius; y = sin((double)angle*3.14/180.0)*radius; mouse.move(x, y); angle += 3; wait(0.001); } }
Import program
00001 #include "mbed.h" 00002 #include "USBMouse.h" 00003 00004 USBMouse mouse; 00005 00006 int main() { 00007 int16_t x = 0; 00008 int16_t y = 0; 00009 int32_t radius = 10; 00010 int32_t angle = 0; 00011 00012 while (1) { 00013 x = cos((double)angle*3.14/180.0)*radius; 00014 y = sin((double)angle*3.14/180.0)*radius; 00015 mouse.move(x, y); 00016 angle += 3; 00017 wait(0.001); 00018 } 00019 }
Currently only available in betamode!
This library is in beta, and only works with the betamode compiler and the beta version of the libraries.
To use these examples, ensure you have enabled /betamode for the compiler, and then import these examples as the basis for your experiments to ensure the beta mbed library is pulled in.
API¶
[Not converted]
Details¶
You can choose either a relative mouse or an absolute mouse. By default, a USBMouse is a relative mouse. For instance, you can use an absolute mouse to draw a circle:
#include "mbed.h" #include "USBMouse.h" USBMouse mouse(ABS_MOUSE); #include <math.h> int main(void) { uint16_t x_center = (X_MAX_ABS - X_MIN_ABS)/2; uint16_t y_center = (Y_MAX_ABS - Y_MIN_ABS)/2; uint16_t x_screen = 0; uint16_t y_screen = 0; uint32_t x_origin = x_center; uint32_t y_origin = y_center; uint32_t radius = 5000; uint32_t angle = 0; while (1) { x_screen = x_origin + cos((double)angle*3.14/180.0)*radius; y_screen = y_origin + sin((double)angle*3.14/180.0)*radius; mouse.move(x_screen, y_screen); angle += 3; wait(0.01); } }