Add documentation example of ignoring key repeats (#3538)
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src/event.rs
25
src/event.rs
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@ -781,6 +781,31 @@ pub struct KeyEvent {
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/// On some systems, holding down a key for some period of time causes that key to be repeated
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/// On some systems, holding down a key for some period of time causes that key to be repeated
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/// as though it were being pressed and released repeatedly. This field is `true` if and only if
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/// as though it were being pressed and released repeatedly. This field is `true` if and only if
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/// this event is the result of one of those repeats.
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/// this event is the result of one of those repeats.
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///
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/// # Example
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///
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/// In games, you often want to ignore repated key events - this can be
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/// done by ignoring events where this property is set.
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///
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/// ```
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/// use winit::event::{WindowEvent, KeyEvent, ElementState};
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/// use winit::keyboard::{KeyCode, PhysicalKey};
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/// # let window_event = WindowEvent::RedrawRequested; // To make the example compile
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/// match window_event {
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/// WindowEvent::KeyboardInput {
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/// event: KeyEvent {
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/// physical_key: PhysicalKey::Code(KeyCode::KeyW),
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/// state: ElementState::Pressed,
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/// repeat: false,
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/// ..
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/// },
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/// ..
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/// } => {
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/// // The physical key `W` was pressed, and it was not a repeat
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/// }
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/// _ => {} // Handle other events
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/// }
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/// ```
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pub repeat: bool,
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pub repeat: bool,
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/// Platform-specific key event information.
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/// Platform-specific key event information.
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