In passive rendering mode one can use KeyListener and ActionListener interfaces to handle events from user.

What is the correct way of event handling in full screen mode? Please extend this skeleton providing implementation for mouse click and key press events, please don't bloat your example (the example starts full screen exclusive mode, using a Timer to update graphics in window):

import java.applet.Applet;
import java.awt.Color;
import java.awt.DisplayMode;
import java.awt.Graphics2D;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferStrategy;
import javax.swing.JFrame;
import javax.swing.Timer;

public class applet extends Applet
{
    Timer timer;
    JFrame frame;
    DisplayMode[] displayModes = new DisplayMode[] {
            new DisplayMode(1280, 800, 32, 60)
    };

    BufferStrategy bufferStrategy;
    Rectangle bounds;

    /**
     * 
     */
    private static final long serialVersionUID = 1L;

    /**
     * @param args
     */

    public void init()
    {

        GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment(); //displays, fonts, color shemes...
        GraphicsDevice device = env.getDefaultScreenDevice(); //for one-display systems

        setIgnoreRepaint(true);

        GraphicsConfiguration gc = device.getDefaultConfiguration();
        frame = new JFrame(gc);

        device.setFullScreenWindow(frame);

        if (device.isDisplayChangeSupported())
            device.setDisplayMode(displayModes[0]);

        frame.createBufferStrategy(2);
        bufferStrategy = frame.getBufferStrategy();

        timer = new Timer(1000 / 50, new ActionListener() {

            @Override
            public void actionPerformed(ActionEvent arg0) {
                Graphics2D g = nul
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