RacingWheel.FromGameController(IGameController) Method
Definition
Important
Some information relates to prerelease product that may be substantially modified before it’s released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
Returns the given game controller as a racing wheel.
public:
static RacingWheel ^ FromGameController(IGameController ^ gameController);
static RacingWheel FromGameController(IGameController const& gameController);
public static RacingWheel FromGameController(IGameController gameController);
function fromGameController(gameController)
Public Shared Function FromGameController (gameController As IGameController) As RacingWheel
Parameters
- gameController
- IGameController
The game controller to be returned as a racing wheel.
Returns
The racing wheel 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 RacingWheel class.
#include <winrt/Windows.Gaming.Input.h>
using namespace winrt;
using namespace Windows::Gaming::Input;
...
RacingWheel racingWheel{ nullptr };
if (RawGameController::RawGameControllers().Size() > 0)
{
RawGameController rawGameController{ RawGameController::RawGameControllers().GetAt(0) };
racingWheel = RacingWheel::FromGameController(rawGameController);
}
if (racingWheel)
{
// Assign a standard button mapping to this controller.
}
RacingWheel^ racingWheel;
if (RawGameController::RawGameControllers->Size > 0)
{
RawGameController^ rawGameController =
RawGameController::RawGameControllers->GetAt(0);
racingWheel = RacingWheel::FromGameController(rawGameController);
}
if (racingWheel != nullptr)
{
// Assign a standard button mapping to this controller.
}
Remarks
This method checks if the provided game controller has a racing wheel 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 RacingWheel—if so, you can use a default control scheme for racing wheels, otherwise you can let the player do their own input mapping.