Xref: utzoo comp.sys.ibm.pc.misc:9205 rec.games.programmer:3584 Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!wuarchive!uunet!mcsun!hp4nl!star.cs.vu.nl!mgvalen From: mgvalen@cs.vu.nl (Valent MG) Newsgroups: comp.sys.ibm.pc.misc,rec.games.programmer Subject: letting keypress always gen interrupt Keywords: keyboard, interrupt Message-ID: <9819@star.cs.vu.nl> Date: 1 May 91 07:18:04 GMT Sender: news@cs.vu.nl Lines: 97 Hello everybody out there, Here I have a problem handling the keyboard the way I want it. I'm (still, for those who read my previous posted question) trying to write a (fast) game, so reading & acting to a keypress must be done fast. I've installed my own keyboarddriver (see below) and ACKnowledge each key that has been pressed by setting bit 7 of port 0x61 to 1 for a short time. This works ALMOST the way I want. The problem is the following (you can check it by running the program): Hold down a key. You will see it's scancode being printed continuously. Now, while holding the key, press another and kee it pressed also. This latter keypress will take over and it's scancode will be printed. Till so far, ok. Now release the key you have pressed down last. It's (release) scancode will be printed as expected, but after this, NO MORE printing (even though you're still holding down the key you pressed first !). This is my problem; I want to see the printing of the first scancode again (= let it generate interrupts again so my interrupt handler will be invoked). The only reason I can think of why this happens is that the new keypressing overrules the old one, and the old one isn't queued or anything. So what I'm asking you all is: how should I solve this ? (One way could be to do some bookkeeping of which key has already been released and which not, but that makes it all much more complicated: Not every keypress generates an interrupt anymore and I'll have to check variables; there goes my fast reacting to a keypress. The same goes for buffering the keys which are pressed. THIS are not the ways I'm looking for.) I hope there's another way to acknowledge the keypressing or do something with the keyboard and/or interrupt controller (like telling it to queue interrupts). In advance, thank you for your reaction, Marco V. PS1: I know there must be an efficient way, because check out (almost) any action game. In such a game, it is possible for the player to move to left/right, in between firing by pressing the firekey (while keeping the 'move to the left/right' pressed). This gives the effect as if moving to the left/right and firing happen simultaneous.) PS2: Below is my keyboard interrupt controller (in Turbo C). I've added a simple main-loop to let each keypress to be printed. ---------------------------cut here--------------------------------- /* This simple program takes over the original keyboard handling routine. Each time a key is pressed or released, it's scancode is printed on the screen. Exit this program by hitting the ESC key (scancode == 1). */ #include "dos.h" /* Ptr to original interrupt handler */ static void (interrupt far *origint) (); static int code = 0; /* Will contain the scancode */ void interrupt far newhandler() { int val; /* Used for ack-ing the keystroke interrupt */ /* Get scancode in code */ code = inportb(0x60); /* Ack the receiving by making bit 7 of 0x61 temporarily 1 */ val = inportb(0x61); /* Make bit7 1 */ outportb(0x61, val|0x80); /* Set the port back to it's old value (set bit 7 to 0) */ outportb(0x61, val); /* Enable interrupts again */ outportb(0x20, 0x20); } main () { /* Save original kbd interrupt handler */ origint = getvect(0x09); /* Set new handler */ setvect(0x09, newhandler); /* Print each time something is pressed until ESC is pressed */ while(code != 1) { code = 0; while (code == 0) ; printf("Just pressed an %d\n",code); } /* Restore old handler */ setvect(0x09, origint); } ---------------------------cut here---------------------------------