From f8708c7d384059ab9fdab9437e2e787673cbbfa9 Mon Sep 17 00:00:00 2001 From: DarthAffe Date: Sat, 7 Jan 2017 21:35:15 +0100 Subject: [PATCH] Updated Initializing CUE.NET (markdown) --- Initializing-CUE.NET.md | 14 ++++++++++++-- 1 file changed, 12 insertions(+), 2 deletions(-) diff --git a/Initializing-CUE.NET.md b/Initializing-CUE.NET.md index af901db..8a7b751 100644 --- a/Initializing-CUE.NET.md +++ b/Initializing-CUE.NET.md @@ -3,7 +3,7 @@ This can be done anytime (preferable at the application start) by calling ```C# CueSDK.Initialize(); ``` -After this you are free to work with the _KeyboardSDK_, _MouseSDK_ or _HeadsetSDK_ provided by the static _CueSDK_ class whenever you like. +After this you are free to work with the _KeyboardSDK_, _MouseSDK_, _HeadsetSDK_ or __MousematSDK__ provided by the static _CueSDK_ class whenever you like. Since there could always be a problem while initializing CUE.NET you should catch the **_WrapperException_** and **_CUEException_** and check if the SDK you want to use is initialized. @@ -26,4 +26,14 @@ catch (WrapperException ex) { Debug.WriteLine("Wrapper Exception! Message:" + ex.Message); } -``` \ No newline at end of file +``` + +#### Exclusive Access #### +You can take exclusive access over the SDK by passing **true** to the _Initialize_-method. This will make the lighting you make superior over all other programs using the SDK (including CUE itself). + +#### Reinitializing #### +If you ever want to remove the lighting you added through the SDK and hand the control over the device back to CUE, you can this by calling +```C# +CueSDK.Reinitialize(); +``` +this offers the same overload taking a bool-parameter to capture exclusive access as _Initialize_. \ No newline at end of file