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LampArray.AvailabilityChanged 事件

定義

IsAvailable 的值變更時,就會引發 ;當使用者透過裝置設定變更裝置的系統存取權時,就會發生這種情況。

事件處理常式的參數是傳送者 LampArray ,其屬性已變更,而 Object (一律為 null) 。

// Register
event_token AvailabilityChanged(TypedEventHandler<LampArray, IInspectable const&> const& handler) const;

// Revoke with event_token
void AvailabilityChanged(event_token const* cookie) const;

// Revoke with event_revoker
LampArray::AvailabilityChanged_revoker AvailabilityChanged(auto_revoke_t, TypedEventHandler<LampArray, IInspectable const&> const& handler) const;
/// [Windows.Foundation.Metadata.Experimental]
/// [add: Windows.Foundation.Metadata.Experimental]
/// [remove: Windows.Foundation.Metadata.Experimental]
// Register
event_token AvailabilityChanged(TypedEventHandler<LampArray, IInspectable const&> const& handler) const;

// Revoke with event_token
void AvailabilityChanged(event_token const* cookie) const;

// Revoke with event_revoker
LampArray::AvailabilityChanged_revoker AvailabilityChanged(auto_revoke_t, TypedEventHandler<LampArray, IInspectable const&> const& handler) const;
public event TypedEventHandler<LampArray,object> AvailabilityChanged;
[Windows.Foundation.Metadata.Experimental]
[add: Windows.Foundation.Metadata.Experimental]
[remove: Windows.Foundation.Metadata.Experimental]
public event TypedEventHandler<LampArray,object> AvailabilityChanged;
function onAvailabilityChanged(eventArgs) { /* Your code */ }
lampArray.addEventListener("availabilitychanged", onAvailabilityChanged);
lampArray.removeEventListener("availabilitychanged", onAvailabilityChanged);
- or -
lampArray.onavailabilitychanged = onAvailabilityChanged;
Public Custom Event AvailabilityChanged As TypedEventHandler(Of LampArray, Object) 

事件類型

屬性

Windows 需求

裝置系列
Windows 11 Insider Preview (已於 10.0.23504.0 引進)
API contract
Windows.Foundation.UniversalApiContract (已於 v15.0 引進)

範例

LampArray 範例

示範如何使用Windows.Devices.Lights 和 Windows.Devices.Lights.Effects API 來控制周邊裝置的 RGB 光源。

AutoRGB 範例

示範如何從桌面畫面擷取單一代表性色彩,並用它來在連接的 RGB 裝置上亮起 LED 燈。

AvailabilityChanged 事件範例

下列範例示範如何設定事件的處理常式 AvailabilityChanged 。 請注意,程式碼會先檢查屬性是否 IsAvailable 可用,再宣告處理常式。

using System;
using System.Collections.Generic;
using Windows.Devices.Enumeration;
using Windows.Devices.Lights;

namespace Sample
{
    class LampArrayHelper
    {
        private readonly DeviceWatcher watcher;
        private readonly Dictionary<string, LampArray> lampArrays;
        private readonly Dictionary<string, LampArrayEffectPlaylist> playlists;

        public LampArraySample()
        {
            lampArrays = new Dictionary<string, LampArray>();
            playlists = new Dictionary<string, LampArrayEffectPlaylist>();

            watcher = DeviceInformation.CreateWatcher(LampArray.GetDeviceSelector());

            watcher.Added += Watcher_Added;
            watcher.Removed += Watcher_Removed;

            watcher.Start();
        }

        private void DoEffectSetup(LampArray device)
        {
            Console.WriteLine("Starting effect playlist...");

            var indices = Enumerable.Range(0, device.LampCount).ToArray();

            var effect = new LampArraySolidEffect(device, indices)
            {
                Color = Colors.Red,
                CompletionBehavior = LampArrayEffectCompletionBehavior.KeepState,
                Duration = TimeSpan.FromMilliseconds(3000)
            };

            var effect2 = new LampArraySolidEffect(device, indices)
            {
                Color = Colors.Blue,
                CompletionBehavior = LampArrayEffectCompletionBehavior.KeepState,
                Duration = TimeSpan.FromMilliseconds(3000)
            };

            var playlist = new LampArrayEffectPlaylist();
            playlist.Append(effect);
            playlist.Append(effect2);
            playlist.Start();

            lock (playlists)
            {
                playlists.Add(device.DeviceId, playlist);
            }
        }

        private async void Watcher_Added(DeviceWatcher sender, DeviceInformation args)
        {
            var lampArray = await LampArray.FromIdAsync(args.Id);

            lock (lampArrays)
            {
                lampArrays[args.Id] = lampArray;
            }

            if (lampArray.LampArrayKind == LampArrayKind.Headset)
            {
                Console.WriteLine("Headset LampArray attached: " + lampArray.DeviceId);
            }

            if (ApiInformation.IsPropertyPresent("Windows.Devices.Lights.LampArray", "IsAvailable"))
            {
                if (lampArray.IsAvailable)
                {
                    DoEffectSetup(lampArray);
                }

                lampArray.AvailabilityChanged += LampArray_AvailabilityChanged;
            }
            else
            {
                DoEffectSetup(lampArray);
            }
        }

        private void Watcher_Removed(DeviceWatcher sender, DeviceInformationUpdate args)
        {
            lock (lampArrays)
            {
                lampArrays.Remove(args.Id);
            }

            lock (playlists)
            {
                if (playlists.ContainsKey(args.Id))
                {
                    playlists[args.Id].Stop();
                    playlists.Remove(args.Id);
                }
            }
        }

        private void LampArray_AvailabilityChanged(LampArray sender, object args)
        {
            if (sender.IsAvailable)
            {
                Console.WriteLine("Device available: " + sender.DeviceId);
                DoEffectSetup(sender);
            }
            else
            {
                Console.WriteLine("Device unavailable: " + sender.DeviceId);

                lock (playlists)
                {
                    if (playlists.ContainsKey(sender.DeviceId))
                    {
                        playlists[sender.DeviceId].Stop();
                        playlists.Remove(sender.DeviceId);
                    }
                }
            }
        }
    }
}
#include <windows.h>

#include <algorithm>
#include <memory>
#include <numeric>
#include <vector>
#include <map>

#include <wil/resource.h>

#include <winrt/base.h>
#include <winrt/windows.devices.lights.h>
#include <winrt/windows.devices.lights.effects.h>
#include <winrt/windows.devices.enumeration.h>
#include <winrt/windows.foundation.h>
#include <winrt/windows.foundation.metadata.h>
#include <winrt/windows.ui.h>

namespace winrt
{
    using namespace winrt::Windows::Devices::Enumeration;
    using namespace winrt::Windows::Devices::Lights;
    using namespace winrt::Windows::Devices::Lights::Effects;
    using namespace winrt::Windows::Foundation;
    using namespace winrt::Windows::Foundation::Metadata;
    using namespace winrt::Windows::UI;
}

wil::srwlock lampArraysLock;
std::shared_ptr<std::map<winrt::hstring, winrt::LampArray>> lampArrays;

wil::srwlock playlistsLock;
std::shared_ptr<std::map<winrt::hstring, winrt::LampArrayEffectPlaylist>> playlists;

void DoEffectSetup(winrt::LampArray device)
{
    wprintf(L"Starting effect playlist...\n");

    std::vector<int32_t> indices(device.LampCount());
    std::iota(indices.begin(), indices.end(), 0);

    auto effect = winrt::LampArraySolidEffect(device, indices);
    effect.Color(winrt::Colors::Red());
    effect.CompletionBehavior(winrt::LampArrayEffectCompletionBehavior::KeepState);
    effect.Duration(std::chrono::milliseconds(3000));

    auto effect2 = winrt::LampArraySolidEffect(device, indices);
    effect2.Color(winrt::Colors::Blue());
    effect2.CompletionBehavior(winrt::LampArrayEffectCompletionBehavior::KeepState);
    effect2.Duration(std::chrono::milliseconds(3000));

    auto playlist = winrt::LampArrayEffectPlaylist();
    playlist.RepetitionMode(winrt::LampArrayRepetitionMode::Forever);

    playlist.Append(effect);
    playlist.Append(effect2);
    playlist.Start();

    auto lock = playlistsLock.lock_exclusive();
    playlists->emplace(std::make_pair(device.DeviceId(), playlist));
}

int __cdecl main()
{
    lampArrays = std::make_shared<std::map<winrt::hstring, winrt::LampArray>>();
    playlists = std::make_shared<std::map<winrt::hstring, winrt::LampArrayEffectPlaylist>>();

    auto deviceWatcher = winrt::DeviceInformation::CreateWatcher(winrt::LampArray::GetDeviceSelector());

    auto deviceAddedRevoker = deviceWatcher.Added(winrt::auto_revoke, [](winrt::DeviceWatcher, winrt::DeviceInformation info)
    {
        auto deviceId = info.Id();
        auto lampArray = winrt::LampArray::FromIdAsync(deviceId).get();

        if (lampArray)
        {
            wprintf(L"LampArray %s added\n", deviceId.c_str());

            {
                auto lock = lampArraysLock.lock_exclusive();
                lampArrays->emplace(std::make_pair(deviceId, lampArray));
            }

            if (winrt::ApiInformation::IsPropertyPresent(L"Windows.Devices.Lights.LampArray", L"IsAvailable"))
            {
                if (lampArray.IsAvailable())
                {
                    DoEffectSetup(lampArray);
                }

                lampArray.AvailabilityChanged([](winrt::LampArray device, winrt::IInspectable)
                {
                    if (device.IsAvailable())
                    {
                        wprintf(L"Device available: %s\n", device.DeviceId().c_str());
                        DoEffectSetup(device);
                    }
                    else
                    {
                        wprintf(L"Device unavailable: %s\n", device.DeviceId().c_str());

                        auto lock = playlistsLock.lock_exclusive();

                        auto entry = playlists->find(device.DeviceId());
                        if (entry != playlists->end())
                        {
                            entry->second.Stop();
                            playlists->erase(entry);
                        }
                    }
                });
            }
            else
            {
                DoEffectSetup(lampArray);
            }
        }
    });

    auto deviceRemovedRevoker = deviceWatcher.Removed(winrt::auto_revoke, [](winrt::DeviceWatcher, winrt::DeviceInformationUpdate info)
    {
        auto deviceId = info.Id();

        {
            auto lock = lampArraysLock.lock_exclusive();
            lampArrays->erase(deviceId);
        }

        {
            auto lock = playlistsLock.lock_exclusive();

            auto entry = playlists->find(deviceId);
            if (entry != playlists->end())
            {
                entry->second.Stop();
                playlists->erase(entry);
            }
        }

        wprintf(L"LampArray %s removed\n", deviceId.c_str());
    });

    deviceWatcher.Start();

    wprintf(L"Press any key to exit\n");
    getchar();

    deviceWatcher.Stop();

    return 0;
}

備註

前景和背景 (「環境」) 應用程式都可以接收及處理此事件。

若要使用此事件,您必須在應用程式資訊清單中宣告 「com.microsoft.windows.lighting」 AppExtension。 如需如何執行此作業的詳細資訊,請參閱 建立和裝載應用程式延伸模組

<Extensions>
    <uap3:Extension Category="windows.appExtension">
        <uap3:AppExtension Name="com.microsoft.windows.lighting" Id="Id" DisplayName="Id">
        </uap3:AppExtension> 
    </uap3:Extension>
</Extensions>

適用於

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