Mail Archives: djgpp/1996/06/17/22:23:56
Xref: | news2.mv.net comp.os.msdos.djgpp:5102
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From: | locke AT mcs DOT net (Peter Johnson)
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | Trapping the PAUSE key
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Date: | Mon, 17 Jun 1996 19:32:08 GMT
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Organization: | BiLogic
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Lines: | 18
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Message-ID: | <31c5b238.7657104@news.mcs.net>
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NNTP-Posting-Host: | locke.pr.mcs.net
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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In many games, e.g. Doom, Terminal Velocity, etc, the "pause" key does
not pause the computer, but rather pauses the game. Obviously, the
pause key must have been trapped in some manner. Any ideas on doing
this in DJGPP? Either disabling the pause key entirely or somehow
having a function called when it is hit would be very valuable.
Thanks.
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Peter Johnson
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locke AT mcs DOT net
http://www.mcs.net/~locke/
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Freelance C/C++/Pascal/Asm programmer
for DJGPP, Borland, and Watcom compilers
Member of BiLogic demo group
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