From: tmurez AT nospam DOT planete DOT net (Thibaut Murez) Newsgroups: comp.os.msdos.djgpp Subject: Keyboard Handler question Date: Tue, 16 Mar 1999 20:55:53 +0100 Organization: PSInet France Planete.net Lines: 16 Message-ID: NNTP-Posting-Host: numeris-bdx-2.planete.net X-Trace: elric.planete.net 921614283 2428 194.150.35.2 (16 Mar 1999 19:58:03 GMT) X-Complaints-To: abuse AT planete DOT net NNTP-Posting-Date: 16 Mar 1999 19:58:03 GMT X-Newsreader: MicroPlanet Gravity v2.10 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com Hi ! I've made a keyb handler for my game which is really basic(left right up down printscreen escape and enter) and i'd like to be able to call a set of function every time an int is generated. I mean i don't want to check my keyb flags in my main loop, i'd like to be able to add and remove functions within a "list" as modules... I've made that for my mouse handler and it worked perfectly but when i try to call a C or C++ function from within my keyb handler, all i got is a GPF ! Any idea ? For information i had a block of memory allocated dynamically and i added at the end of it pointers to my functions, then i updated an int NumberOfFunctionsToCall. When an int was generated, i called them in the order they were in the list... Please give tips ! Thibaut