XInputGetKeystroke
Retrieves a gamepad input event.
Syntax
DWORD XInputGetKeystroke(
DWORD dwUserIndex,
_Reserved_ dwReserved,
XINPUT_KEYSTROKE* pKeystroke
)
Parameters
dwUserIndex _In_
Type: DWORD
Index of the signed-in gamer associated with the device. A value in the range of 0-XUSER_MAX_COUNT to 1; XUSER_INDEX_ANY is used to fetch the next available input event from any user.
dwReserved
Type: Reserved
This parameter is unused.
pKeystroke _Out_
Type: XINPUT_KEYSTROKE*
Pointer to an XINPUT_KEYSTROKE structure that receives an input event.
Return value
Type: DWORD
- If the function succeeds, it will return ERROR_SUCCESS.
- If no new keys have been pressed, the function will return ERROR_EMPTY.
- If the controller is not connected or the user has not activated it, the function will return ERROR_DEVICE_NOT_CONNECTED; see the Remarks section below.
- If the function fails, it will return an error code defined in Winerror.h.
Remarks
Wireless controllers are not considered active upon system startup; if a call is made to any of the XInput functions before a wireless controller is made active, that call will return ERROR_DEVICE_NOT_CONNECTED. Game titles must examine the return code and must be prepared to handle this condition. Wired controllers are automatically activated when they are inserted. Wireless controllers are activated when the user presses the START or Guide button to turn on the controller.
If the code you're porting from XInput to GameInput does not call the GetKeyStroke function, then you can reduce the size of the XInput wrapper by defining XINPUT_ON_GAMEINPUT_NO_XINPUTGETKEYSTROKE. For more information, see Porting from XInput to GameInput.
Requirements
Header: XInputOnGameInput.h
Library: xgameruntime.lib
Supported platforms: Xbox One family consoles and Xbox Series consoles