Generally Libgdx apps just handle all the inputs, and don't worry about which device they're on. Like this:
...
@Override
public boolean keyDown(int keycode) {
if (keycode == Keys.RIGHT)
increaseSpeed();
return true;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
increaseSpeed();
return true;
}
This is using the event-based InputProcessor
to handle input events.
LibGDX does map desktop mouse events onto "touch" events so you can collapse that part of PC/Android input handling, but there is nothing generic that maps keyboard keys to touch events or anything like that.