delorie.com/archives/browse.cgi | search |
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.
webmaster | delorie software privacy |
Copyright © 2019 by DJ Delorie | Updated Jul 2019 |