Gaming. Input Namespace
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Provides access to game controller input for Windows applications.
Represents an arcade stick.
Represents a flight stick.
Represents a gamepad.
Contains information about an audio headset attached to a gamepad.
Represents a racing wheel.
Represents any type of game controller.
Represents a controller of any type that can be used for UI navigation. Most gamepads, arcade sticks, and racing wheels can also be accessed as a UINavigationController. It is recommended that games use the controller-specific class during gameplay and the UINavigationController class for UI menus.
The current state of the arcade stick.
The current state of the flight stick.
Represents the current state of the gamepad.
Describes the speed of the gamepad's four available vibration motors.
Represents the current state of the racing wheel.
Represents the current state of the UI navigation controller.
The core interface required to be implemented by all controller devices, regardless of their actual type (gamepad, racing wheel, flight stick, and so on). This interface exists mainly to support extensibility for game controllers, which allows OEMs (Original Equipment Manufacturers) to publish WinRT (Windows Runtime) classes that provide rich access to their device's features, while integrating into the underlying game controller device enumeration framework.
Interface that allows game controller (or headset) classes to query for information about the current battery state, regardless of their actual type (gamepad, racing wheel, flight stick, and so on).
Specifies the button type for an arcade stick.
Specifies the type of flight stick button.
Label that appears on the physical controller button.
The type of switch on the game controller.
The position of the game controller's switch.
Specifies the button type.
Specifies additional buttons that may be available on a controller that appears as a navigation controller.
Specifies the racing wheel button type.
Specifies the buttons that are required to be available on a controller that appears as a navigation controller.
A Windows application must have focus to receive input from an Xbox One Controller.
Legacy Win32 console applications should use the XInput Game Controller APIs instead.
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