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| Message-ID: | <375F851B.5496F41C@uswest.net> |
| From: | Shannon Robbins <mrh99 AT uswest DOT net> |
| X-Mailer: | Mozilla 4.08 [en] (Win16; I) |
| MIME-Version: | 1.0 |
| Newsgroups: | comp.os.msdos.djgpp |
| Subject: | Re: keyboard handlers? |
| References: | <Pine DOT SUN DOT 3 DOT 91 DOT 990609161746 DOT 2045A-100000 AT is> |
| Lines: | 16 |
| Date: | Thu, 10 Jun 1999 02:27:57 -0700 |
| NNTP-Posting-Host: | 209.181.129.131 |
| X-Trace: | news.uswest.net 929006873 209.181.129.131 (Thu, 10 Jun 1999 04:27:53 CDT) |
| NNTP-Posting-Date: | Thu, 10 Jun 1999 04:27:53 CDT |
| Organization: | U S WEST Interprise |
| To: | djgpp AT delorie DOT com |
| DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
| Reply-To: | djgpp AT delorie DOT com |
You would need a handler if you wanted to avoid the (minimum?) 1/4 second delay between the first and consecutive keypresses when a key was held down. Eli Zaretskii wrote: > On Wed, 9 Jun 1999, Lars S. Loevlie wrote: > > > Can anyone tell me if I have to make this mysterious "something" > > called a keyboard handler to take keyboard input in any game? Is there > > any other way to increment a variable WHILE checking for keyboard input > > but letting the "show go on" if there is none?? > > If your game is simple enough, you can use library functions like kbhit() > and _bios_keybrd() to check for keypresses without waiting. Check out > the library reference for these functions.
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