FlightStick.HeadsetConnected 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 headset is attached to the flight stick.
// Register
event_token HeadsetConnected(TypedEventHandler<IGameController, Headset const&> const& handler) const;
// Revoke with event_token
void HeadsetConnected(event_token const* cookie) const;
// Revoke with event_revoker
FlightStick::HeadsetConnected_revoker HeadsetConnected(auto_revoke_t, TypedEventHandler<IGameController, Headset const&> const& handler) const;
public event TypedEventHandler<IGameController,Headset> HeadsetConnected;
function onHeadsetConnected(eventArgs) { /* Your code */ }
flightStick.addEventListener("headsetconnected", onHeadsetConnected);
flightStick.removeEventListener("headsetconnected", onHeadsetConnected);
- or -
flightStick.onheadsetconnected = onHeadsetConnected;
Public Custom Event HeadsetConnected As TypedEventHandler(Of IGameController, Headset) Implements HeadsetConnected
Event Type
Implements
Examples
The following example shows how to register a handler for this event.
#include <winrt/Windows.Gaming.Input.h>
using namespace winrt;
using namespace Windows::Gaming::Input;
...
FlightStick m_flightStick{ nullptr }; // Need to initialize this to a **FlightStick** that's connected to the device.
...
m_flightStick.HeadsetConnected([this](IGameController const& /* sender */, Headset const& /* args */)
{
// Enable headset capture and playback on this device.
});
`flightStick` is a **FlightStick** that's connected to the device.
flightStick.HeadsetConnected += ref new TypedEventHandler<IGameController^, Headset^>(
[] (IGameController^ device, Headset^ headset)
{
// Enable headset capture and playback on this device.
});
Remarks
For more information on detecting, tracking, and using headsets, see Headset.