Greetings!

I want to access an USB device in my application (a pad with 8 buttons). My app 
also uses a kind of SpriteSurface so it uses a lot of CPU. Alone, the USB 
device works well in my app, using the MacHIDMBS class, but when used with the 
SpriteSurface (threaded, else it would fail completely), the USB events are 
received way too late (I continue to receive <empty state>, even when I press a 
button, and perhaps 7 seconds later I get the value). It appears the 
ReceivedData, which runs continuously as you know, is slowed down because of 
the rest of my app.
I thought the solution was to query the USB state “now” instead of relying on 
events, but it seems there is no such concept as “gathering state” in this 
world of USB, new to me.
Finally, the last trick I thought of was to set a really short timeout (tried 
one and zero), to drop some ReceivedData calls, hoping the internal buffer 
would not grow but it didn't do anything either.
Other than that, I've no idea.
Thanks in advance for advices.
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