RawGameController.RawGameControllerAdded Event
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.
Signals when a new raw game controller is connected.
// Register
static event_token RawGameControllerAdded(EventHandler<RawGameController> const& handler) const;
// Revoke with event_token
static void RawGameControllerAdded(event_token const* cookie) const;
// Revoke with event_revoker
static RawGameController::RawGameControllerAdded_revoker RawGameControllerAdded(auto_revoke_t, EventHandler<RawGameController> const& handler) const;
public static event System.EventHandler<RawGameController> RawGameControllerAdded;
function onRawGameControllerAdded(eventArgs) { /* Your code */ }
Windows.Gaming.Input.RawGameController.addEventListener("rawgamecontrolleradded", onRawGameControllerAdded);
Windows.Gaming.Input.RawGameController.removeEventListener("rawgamecontrolleradded", onRawGameControllerAdded);
- or -
Windows.Gaming.Input.RawGameController.onrawgamecontrolleradded = onRawGameControllerAdded;
Public Shared Custom Event RawGameControllerAdded As EventHandler(Of RawGameController)
Event Type
Examples
The following example starts tracking a raw game controller that's been added.
#include <winrt/Windows.Gaming.Input.h>
using namespace winrt;
using namespace Windows::Gaming::Input;
...
std::vector<RawGameController> m_myRawGameControllers;
...
RawGameController::RawGameControllerAdded([this](IInspectable const& /* sender */, RawGameController const& args)
{
m_myRawGameControllers.push_back(args);
});
// `myRawGameControllers` is a `Vector<RawGameController^>` that contains the raw game controllers that your game is tracking.
RawGameController::RawGameControllerAdded += ref new EventHandler<RawGameController^>(
[] (Platform::Object^, RawGameController^ args)
{
// This code assumes that you're interested in all new raw game controllers.
myRawGameControllers->Append(args);
});
Remarks
To identify controllers that have already been added, you query the list of connected controllers using RawGameController.RawGameControllers. However, because you might only be interested in some of the connected raw game controllers, we recommend that you maintain your own collection instead of accessing them through RawGameControllers.