共用方式為


RawGameController.RawGameControllerRemoved 事件

定義

當原始遊戲控制器中斷連線時發出訊號。

// Register
static event_token RawGameControllerRemoved(EventHandler<RawGameController> const& handler) const;

// Revoke with event_token
static void RawGameControllerRemoved(event_token const* cookie) const;

// Revoke with event_revoker
static RawGameController::RawGameControllerRemoved_revoker RawGameControllerRemoved(auto_revoke_t, EventHandler<RawGameController> const& handler) const;
public static event System.EventHandler<RawGameController> RawGameControllerRemoved;
function onRawGameControllerRemoved(eventArgs) { /* Your code */ }
Windows.Gaming.Input.RawGameController.addEventListener("rawgamecontrollerremoved", onRawGameControllerRemoved);
Windows.Gaming.Input.RawGameController.removeEventListener("rawgamecontrollerremoved", onRawGameControllerRemoved);
- or -
Windows.Gaming.Input.RawGameController.onrawgamecontrollerremoved = onRawGameControllerRemoved;
Public Shared Custom Event RawGameControllerRemoved As EventHandler(Of RawGameController) 

事件類型

備註

下列範例會停止追蹤已移除的原始遊戲控制器。

#include <algorithm>
#include <winrt/Windows.Gaming.Input.h>
using namespace winrt;
using namespace Windows::Gaming::Input;
...
std::vector<RawGameController> m_myRawGameControllers;
...
RawGameController::RawGameControllerRemoved([this](IInspectable const& /* sender */, RawGameController const& args)
    {
        std::remove(m_myRawGameControllers.begin(), m_myRawGameControllers.end(), args);
    });
// `myRawGameControllers` is a `Vector<RawGameController^>` that contains the raw game controllers that your game is tracking.
RawGameController::RawGameControllerRemoved += 
    ref new EventHandler<RawGameController^>(
        [] (Platform::Object^, RawGameController^ args)
{
    unsigned int indexRemoved;

    if (myRawGameControllers->IndexOf(args, &indexRemoved))
    {
        myRawGameControllers->RemoveAt(indexRemoved);
    }
});

適用於