Just a thought here . . .
Could you get the time window for when the events are inappropriate and pre
process queued events such that you ignore any that fall in the dead space
(dont handle them, just purge them).  I don't know if the event structure
has time info with it, but it seems like it must.  If it doesn't you could
queue your own event at the beginning of the inappropriate time, and then at
the end of it, sort of like a tag, and then you could ignore all events
between by purging them.

Paul

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Robert
Purcell
Sent: Wednesday, July 31, 2002 12:17 PM
To: Palm Developer Forum
Subject: Discarding Events?


Hi Everyone,

I'm currently working on a game that requires some "deadtime" to update
animations between user input.  The problem is that if the user causes
any events while the animation is being updated, the events are
queued, and when the animation is complete, all the queued events execute.
Obviously, this makes the game very difficult to control.  If the user
taps the screen only when it's "appropriate", everything works just fine,
but I need to account for events at unpredictable times.

How can I discard events during my animation routine, and then re-enable
the event queue once my animation is complete?  I don't want the OS to
queue user events until the game state is ready for it.

I should say that I'm just now starting to venture outside of the "normal"
event loop (by adding my own event handlers, etc.)  So, I'm still pretty
new at writing code to control events.

Any help would be greatly appreciate!

Thanks...

Robert Purcell
www.bapsoft.com





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