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Full Discussion: How to subdue the keyboard?
Top Forums Shell Programming and Scripting How to subdue the keyboard? Post 302946357 by sea on Monday 8th of June 2015 03:32:15 PM
Old 06-08-2015
You could compare if the current key pressed is equal to the last key pressed, respectivly if it already has been printed.
Dunno what that stty is about, and that usage of dd as streamreader is also still new to me, but nicely made!

You're not aiming for a typewriter style are you?
 

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keyboard_lowlevel_callback(3alleg4)				  Allegro manual			       keyboard_lowlevel_callback(3alleg4)

NAME
keyboard_lowlevel_callback - User specified low level keyboard event handler. Allegro game programming library. SYNOPSIS
#include <allegro.h> extern void (*keyboard_lowlevel_callback)(int scancode); DESCRIPTION
If set, this function is called by the keyboard handler in response to every keyboard event, both presses (including keyboard repeat rate) and releases. It will be passed a raw keyboard scancode byte (scancodes are 7 bits long), with the top bit (8th bit) clear if the key has been pressed or set if it was released. This routine executes in an interrupt context, so it must be in locked memory. Example: volatile int key_down, key_up; void keypress_watcher(int scancode) { if (scancode & 0x80) { key_up = 1; } else { key_down = 1; } } END_OF_FUNCTION(keypress_watcher) ... install_timer(); LOCK_FUNCTION(silence_g_key); LOCK_VARIABLE(key_down); LOCK_VARIABLE(key_up); install_keyboard(); keyboard_lowlevel_callback = keypress_watcher; /* Disable keyboard repeat to get typewriter effect. */ set_keyboard_rate(0, 0); ... while (game_loop) { if (key_down) { key_down = 0; /* Play sample of typewriter key press. */ } if (key_up) { key_up = 0; /* Play sample of typewriter key release. */ } } SEE ALSO
install_keyboard(3alleg4), keyboard_callback(3alleg4), keyboard_ucallback(3alleg4), exkeys(3alleg4) Allegro version 4.4.2 keyboard_lowlevel_callback(3alleg4)
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