IGipGameControllerInputSink.OnMessageReceived 方法

定义

收到消息时引发的事件。

public:
 void OnMessageReceived(unsigned long long timestamp, GipMessageClass messageClass, byte messageId, byte sequenceId, Platform::Array <byte> ^ messageBuffer);
void OnMessageReceived(uint64_t const& timestamp, GipMessageClass const& messageClass, byte const& messageId, byte const& sequenceId, winrt::array_view <byte> const& messageBuffer);
public void OnMessageReceived(ulong timestamp, GipMessageClass messageClass, byte messageId, byte sequenceId, byte[] messageBuffer);
function onMessageReceived(timestamp, messageClass, messageId, sequenceId, messageBuffer)
Public Sub OnMessageReceived (timestamp As ULong, messageClass As GipMessageClass, messageId As Byte, sequenceId As Byte, messageBuffer As Byte())

参数

timestamp
UInt64

unsigned long long

uint64_t

事件的时间戳。

messageClass
GipMessageClass

消息的类。

messageId
Byte

byte

该消息的 ID。

sequenceId
Byte

byte

消息的序列 ID。

messageBuffer

Byte[]

byte[]

包含消息的缓冲区。

适用于