Thomas,

I believe there are character input functions in the standard C library, at 
least on Mac OS X. Look into getchar() and other variants which take streams 
other than standard input. THis isn’t a C++-specific mechanism, but should 
still work if you’re just doing console IO. I have manual pages for getchar on 
my mac. These are prototyped in stdio.h in C, but I believe there’s a way to 
use them in C++ too.
I disagree with your dislike of IF-specific languages, but that’s a topic for 
another day. Hope this helps a bit. For the record, your approach seems fine 
too.
Best,
Zack.

On Apr 15, 2014, at 8:32 PM, Thomas Ward <[email protected]> wrote:

> Hi all,
> 
> This question is mostly for developer's but any thoughts from
> non-developers are welcome as well.
> 
> At the moment I am working on a quick and dirty text adventure system
> written in C++ suitable for developing classic interactive fiction
> games similar to games like the Infocom text adventures like Zork,
> Arthur, Hitch Hikers Guide to the Galaxy, and so forth. Since I am not
> really a fan of the text adventure languages like Inform and AGT I
> have decided to create my own system in C++, but have run into a
> slight problem with the text adventure system.
> 
> In Dos/Windows if one wants to pause a screen of text all he or she
> has to do is call the _getch() function which will pause the out put
> until the enter or space key is pressed. Mac OSX and Linux have no
> such function and similar functionality has to be accessed through
> ncurses or another library like that. I am trying to come up with a
> pause function that will be completely cross-platform and will compile
> on any platform without having to involve ncurses or some other
> third-party solution. So what I have done in the meantime is use the
> standard cin input stream with a prompt that says, "press c to
> continue or q to quit." I am wondering if people are okay with this
> method of pausing the screen, or if some of you  developers knows of a
> better way to go about pausing the text  on screen let me know.
> 
> Thanks.
> 
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