如何在不使用UWP的情况下在C ++中使用命名空间Windows.Gaming.Input?

时间:2016-12-22 15:26:29

标签: c++ windows uwp xbox gamepad

我有一个大型C ++游戏项目,我希望在其中添加对Xbox One控制器的支持。我尝试使用Windows.Gaming.Input namespace。但是,似乎这仅适用于UWP项目。这是真的吗?

如果是这种情况,是否可以轻松将现有SDL引擎移植到UWP?

1 个答案:

答案 0 :(得分:2)

你可以从桌面应用程序调用Windows.Gaming.Input - 不知道你认为它只适用于UWP应用程序。只需包含标题并使用它。以下是在所有游戏手柄上打印按钮状态的示例代码:

#include <assert.h>
#include <cstdint>
#include <iostream>
#include <roapi.h>
#include <wrl.h>
#include "windows.gaming.input.h"

using namespace ABI::Windows::Foundation::Collections;
using namespace ABI::Windows::Gaming::Input;
using namespace Microsoft::WRL;
using namespace Microsoft::WRL::Wrappers;

#pragma comment(lib, "runtimeobject.lib")

int main()
{
    auto hr = RoInitialize(RO_INIT_MULTITHREADED);
    assert(SUCCEEDED(hr));

    ComPtr<IGamepadStatics> gamepadStatics;
    hr = RoGetActivationFactory(HStringReference(L"Windows.Gaming.Input.Gamepad").Get(), __uuidof(IGamepadStatics), &gamepadStatics);
    assert(SUCCEEDED(hr));

    ComPtr<IVectorView<Gamepad*>> gamepads;
    hr = gamepadStatics->get_Gamepads(&gamepads);
    assert(SUCCEEDED(hr));

    uint32_t gamepadCount;
    hr = gamepads->get_Size(&gamepadCount);
    assert(SUCCEEDED(hr));

    for (uint32_t i = 0; i < gamepadCount; i++)
    {
        ComPtr<IGamepad> gamepad;
        hr = gamepads->GetAt(i, &gamepad);
        assert(SUCCEEDED(hr));

        GamepadReading gamepadReading;
        hr = gamepad->GetCurrentReading(&gamepadReading);
        assert(SUCCEEDED(hr));

        std::cout << "Gamepad " << i + 1 << " buttons value is: " << gamepadReading.Buttons << std::endl;
    }

    return 0;
}