Gamepad.FromGameController(IGameController) Method
Definition
Important
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Returns the given game controller as a gamepad.
public:
static Gamepad ^ FromGameController(IGameController ^ gameController);
static Gamepad FromGameController(IGameController const& gameController);
public static Gamepad FromGameController(IGameController gameController);
function fromGameController(gameController)
Public Shared Function FromGameController (gameController As IGameController) As Gamepad
Parameters
- gameController
- IGameController
The game controller to be returned as a gamepad.
Returns
The gamepad that was returned from the given game controller.
Windows requirements
Device family |
Windows 10 Creators Update (introduced in 10.0.15063.0)
|
API contract |
Windows.Foundation.UniversalApiContract (introduced in v4.0)
|
Examples
In the following example, the app gets the first available RawGameController object, and tries to access this game controller via the Gamepad class.
#include <winrt/Windows.Gaming.Input.h>
using namespace winrt;
using namespace Windows::Gaming::Input;
...
Gamepad gamepad{ nullptr };
if (RawGameController::RawGameControllers().Size() > 0)
{
RawGameController rawGameController{ RawGameController::RawGameControllers().GetAt(0) };
gamepad = Gamepad::FromGameController(rawGameController);
}
if (gamepad)
{
// Assign a standard button mapping to this controller.
}
Gamepad^ gamepad;
if (RawGameController::RawGameControllers->Size > 0)
{
RawGameController^ rawGameController = RawGameController::RawGameControllers->GetAt(0);
gamepad = Gamepad::FromGameController(rawGameController);
}
if (gamepad != nullptr)
{
// Assign a standard button mapping to this controller.
}
Gamepad gamepad = null;
if (RawGameController.RawGameControllers.Count > 0)
{
RawGameController rawGameController = RawGameController.RawGameControllers[0];
gamepad = Gamepad.FromGameController(rawGameController);
}
if (gamepad != null)
{
// Assign a standard button mapping to this controller.
}
Remarks
This method checks if the provided game controller has a gamepad implementation, and if so, it returns that implementation. You might use this method if you want to first get the controller as a RawGameController, and then see if it can be used as a Gamepad—if so, you can use a default control scheme for gamepads, otherwise you can let the player do their own input mapping.