As OP correctly deduced, gloss gives you input events ("key was just pressed", "mouse was just moved"), rather than input state ("key is currently pressed", "mouse is at x,y"). There doesn't seem to be a built-in way to see input state on each frame, so we'll have to make our own workaround. Thankfully, this isn't too difficult!
For a simple working example, we'll make an incredibly fun "game" where you can watch a counter count upwards while the space bar is pressed. Riveting. This approach generalises to handling any key presses, so it'll be easy to extend to your case.
The first thing we need is our game state:
import qualified Data.Set as S
data World = World
{ keys :: S.Set Key
, counter :: Int }
We keep track of our specific game state (in this case just a counter), as well as state for our workaround (a set of pressed keys).
Handling input events just involves either adding a key to our set of currently pressed keys or removing it:
handleInput :: Event -> World -> World
handleInput (EventKey k Down _ _) world = world { keys = S.insert k (keys world)}
handleInput (EventKey k Up _ _) world = world { keys = S.delete k (keys world)}
handleInput _ world = world -- Ignore non-keypresses for simplicity
This can easily be extended to handle eg. mouse movement, by changing our World
type to keep track of the last known coordinates of the cursor, and setting it in this function whenever we see an EventMotion
event.
Our frame-to-frame world update function then uses the input state to update the specific game state:
update :: Float -> World -> World
update _ world
| S.member (SpecialKey KeySpace) (keys world) = world { counter = 1 + counter world }
| otherwise = world { counter = 0 }
If the spacebar is currently pressed (S.member (SpecialKey KeySpace) (keys world)
), increment the counter - otherwise, reset it to 0. We don't care about how much time as elapsed between frames so we ignore the float argument.
Finally we can render our game and play it:
render :: World -> Picture
render = color white . text . show . counter
main :: IO ()
main = play display black 30 initWorld render handleInput update
where
display = InWindow "test" (800, 600) (0, 0)
initWorld = World S.empty 0