The sf::Input class doesn't "abide" by key repeat speed, there is no such thing. You can test every frame like this:
yourApp.GetInput().IsKeyDown(sf::Key::R);
if your sf::RenderWindow is called yourApp, and you wanted to test whether or not R is pressed on that frame.
Miguel
Yeah I thought so. The Input class function returns true if a key is pressed down, then it shouldn't matter with repeat speed. Since the key is
pressed down. The input instance only needs a internal bool that is set to true when it receives the first "KeyPressed" event and then set to false when "KeyReleased".
If it doesn't, this should be changed so it works like this. As the documentation says:
Give access to the real-time states of keyboard, mouse and joysticks.
And if it works like Hiura said then that is
NOT real-time states of the keyboard, mouse and joysticks.
*EDIT*
Also after looking into the Input.hpp file, it looks like I am correct:
http://sfml-dev.org/documentation/2.0/Input_8hpp-source.htm