freeGLUT keyboard input now working

I am struggling with keyboard input here,
Would you guys please check my code and tell me what changes should i make?
my keyboard inputs are not getting accepted may be i have messed up my code.


#include <GL/freeglut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdio.h>
#include <cmath>
#include <list>
//Headers--------------------
#include "GameObject.h"
#include "Globals.h"
#include "Rollingball.h"
#include "Ground.h"

//Screen Constants
const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGHT = 400;
const int SCREEN_FPS = 60;

bool* keyStates = new bool[256];
float Cameraposition[2] = {0,0};


//Object list
std::list<GameObject *> objects;
std::list<GameObject *>::iterator iter;
std::list<GameObject *>::iterator iter2;

void update()
{

}
void runMainLoop( int val );
void display (void);
void keyOperations (void);
void keyPressed (unsigned char key, int x, int y);
void keyUp (unsigned char key, int x, int y);


//Globals to main
Rollingball *ball;
Ground *ground;

int main( int argc, char* args[] )
{
	glutInit( &argc, args );		//Initialize FreeGLUT
	glutInitContextVersion( 2, 1 );		//Create OpenGL 2.1 context
	glutInitDisplayMode( GLUT_DOUBLE );		//Create Double Buffered Window
	glutInitWindowSize( SCREEN_WIDTH, SCREEN_HEIGHT );
	glutCreateWindow( "SuperBall" );


//Do post window/context creation initialization
	if( !initGL() )
		return 1;

//-----------------------
	
	ball = new Rollingball();
	ground = new Ground();

	ball->Init();
	objects.push_back(ball);
	ground->Init();
	objects.push_back(ground);

//Set keyboard handler
	glutDisplayFunc(display); // Tell GLUT to use the method "display" for rendering
	glutKeyboardFunc(keyPressed); // Tell GLUT to use the method "keyPressed" for key presses
	glutKeyboardUpFunc(keyUp); // Tell GLUT to use the method "keyUp" for key up events

    
//Set main loop
	glutTimerFunc( 1.0 / SCREEN_FPS, runMainLoop, 0 );

//Start GLUT main loop
	glutMainLoop();

	return 0;
}

void runMainLoop( int val )
{

	
	 
	 glPushMatrix();
	 ball->Cameraupdate();
	glTranslatef( -Cameraposition[0], -Cameraposition[1], 0.f ); 

	ball->Moveball();

	  update();
	  
// render--------------------------
	for(iter = objects.begin(); iter != objects.end(); ++iter )
					(*iter)->Render();

	glPopMatrix();

//Run frame one more time
    glutTimerFunc( 1.0/ SCREEN_FPS, runMainLoop, val );

//Flip Buffer display-------
	glutSwapBuffers();
	glClear( GL_COLOR_BUFFER_BIT );
	 
}

void keyOperations (void)
{
	if (keyStates['a'])
	{
		ball->Jumpball();
	}
}

void display (void)
 {
	keyOperations();
}

void keyPressed (unsigned char key, int x, int y)
{
	keyStates[key] = true; // Set the state of the current key to pressed
}

void keyUp (unsigned char key, int x, int y)
{
	keyStates[key] = false; // Set the state of the current key to not pressed
}

Jumpball() in another .cpp file is here:

void Rollingball::Jumpball()
{
	if(isonground) // ball is on ground
	{
			dirX *= 0.9f;
			if(keyStates['a'] && mayjumpagain)
			{				
				dirY =-11;
				mayjumpagain = false;
				isonground = false;
				Leftcollision=false;
			}

			else
			{
				mayjumpagain=true;
			}
	}


	if(!isonground)// ball is in air
	{
			dirY += 0.5;
			if(dirY>5)
			{
				dirY = 5;
			}		
	}


	if(keyStates['a'] && !isonground && dirY >  0) // long pressing spacebar
	{
			dirY -= 0.4f;
	}

	x += dirX;
	y += dirY;

	if(y + boundY > 330 )
	{
			y = 300;
			dirY = 0;
			isonground = true;
		
	}
	
}

extern bool keyStates[]; is present in globals.h

I have used allegro 5 in past, but I really wanna learn a bit OPENGL stuff. There can be stupid mistakes but am new to this…HELP please!

“input now working” … a typho?
I suppose that input doesn’t work, right?

is it glut that has a sticky-key function or state to asure key-input to be caught? I think so.