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Home/ Questions/Q 9174665
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Editorial Team
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Editorial Team
Asked: June 17, 20262026-06-17T16:47:25+00:00 2026-06-17T16:47:25+00:00

I’m trying to modify some variables [not necessary from the same class/struct] from keyboard’s

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I’m trying to modify some variables [not necessary from the same class/struct] from keyboard’s shortcuts, something like that:
A foo struct containing variables:

struct Foo {
    int a;
    float b;
};

struct Foo2 {
    int c;
};

And a main like:

int main() {
    Foo f;
    Foo2 f2
    void* p = &(f.a); //it could be &(f2.c)

    if ('A' key activated) {
        *p += 1;
    }
}

Currently, I’m stucked at this point:

error: invalid operands to binary expression ('void' and 'int')

The only way to make it work is to change:

*p += 1;

By:

*(int*)p += 1;

Which is not a good solution, because I should not know the type pointed by p. Is there a way to do that?

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  1. Editorial Team
    Editorial Team
    2026-06-17T16:47:25+00:00Added an answer on June 17, 2026 at 4:47 pm

    Edit: At first I didn’t realize that you want to have different types per entry. Based on the task of handling keyboard shortcuts, you could use a polymorphic class, and put instances of it into a std::map:

    class KeyHandler {
    public:
        virtual void onKeyStroke() = 0;
    };
    
    class MyHandler : public KeyHandler {
    public:
        MyHandler(int& value) : myValue(value) {}
    
        virtual void onKeyStroke() {
            myValue_ += 1;
        }
    
    private:
        int& myValue_; // Other subclasses could have other data
    };
    
    // Now place instances of different Handlers into a std::map
    typedef std::shared_ptr<KeyHandler> PKeyHandler;
    std::map<char, PKeyHandler> bindings;
    
    bindings['A'] = PKeyHandler(new IncrementIntHandler(&someInt)); 
    bindings['B'] = PKeyHandler(new IncrementFloatHandler(&someFloat));
    
    
    // The actual input handler then just invokes
    // the correct handler for a key stroke.
    bindings[keyCode]->onKeyStroke();
    

    That way, you can define a handler class for every action you want to support, and implement the corresponding logic into these classes. You could make the base class’ implementation just do nothing to handle non-mapped keys, etc.

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