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IGipGameControllerInputSink.OnMessageReceived 方法

定義

收到訊息時引發的事件。

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())

參數

timestamp
UInt64

unsigned long long

uint64_t

事件的時間戳記。

messageClass
GipMessageClass

訊息的類別。

messageId
Byte

byte

訊息的 ID。

sequenceId
Byte

byte

訊息的序列識別碼。

messageBuffer

Byte[]

byte[]

包含訊息的緩衝區。

適用於