|GLUT offers some routines for controlling the key repeat and polling the
|The state of the global key repeat
Controls the key repeat mode for the window system on a global basis if
possible. If supported by the window system, the key repeat can either be
disabled, enabled, or set to the window system's default key repeat state.
X Implementation Notes: X11 sends KeyPress events repeatedly when the
window system's global auto repeat is enabled. perWindowKeyRepeat can
prevent these auto repeated keystrokes from being reported as keyboard or
special callbacks, but there is still some minimal overhead by the X server
to continually stream KeyPress events to the GLUT application. The
globalKeyRepeat state variable can be used to actually disable the global
sending of auto repeated KeyPress events. Note that globalKeyRepeat
affects the global window system auto repeat state so other applications
will not auto repeat if you disable auto repeat globally through
globalKeyRepeat. GLUT applications using the X11 GLUT implementation
should disable key repeat with globalKeyRepeat to disable key repeats most
efficiently, but are responsible for explicitly restoring the default key
repeat state on exit.
Win32 Implementation Notes: The Win32 implementation of globalKeyRepeat
does nothing. The perWindowKeyRepeat can be used in the Win32 GLUT
implementation to ignore repeated keys on a per-window basis without changing
the global window system key repeat.
|data PerWindowKeyRepeat ||Source|
|The state of the per-window key repeat
|Controls if auto repeat keystrokes are reported to the current window.
Ignoring auto repeated keystrokes is generally done in conjunction with using
the Graphics.UI.GLUT.Callbacks.Window.keyboardMouseCallback. If you do
not ignore auto repeated keystrokes, your GLUT application will experience
repeated release/press callbacks. Games using the keyboard will typically
want to ignore key repeat.
|Execute the joystick callback set by
Graphics.UI.GLUT.Callbacks.Window.joystickCallback once (if one exists).
This is done in a synchronous fashion within the current context, i.e. when
forceJoystickCallback returns, the callback will have already happened.
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