Syntax
Parameters
device   _In_opt_Type: IGameInputDevice* Limits registered callback to only trigger for a specific device. inputKind   _In_
Type: GameInputKind Limits registered callback to only trigger for devices that support at least one of the specified types of input. statusFilter   _In_
Type: GameInputDeviceStatus Limits registered callback to only trigger for specific types of device status changes. enumerationKind   _In_
Type: GameInputEnumerationKind Determines whether devices will be enumerated and if the function will wait for enumeration to complete. context   _In_opt_
Type: void* Some object which provides relevant information for the callback function. Typically the calling object. callbackFunc   _In_
Type: GameInputDeviceCallback The title-defined callback to register for the device connected or disconnected event. callbackToken   _Result_zeroonfailure_
Type: GameInputCallbackToken* Token identifying the registered callback function. This token is used to identify the registered function in the event that you need to cancel or unregister the callback function.
Return value
Type: HRESULT Function result.Remarks
The function registered by IGameInput::RegisterDeviceCallback can be used to react to changes of state in the device, such as a connect or disconnect. The types of recognizable state changes are listed in GameInputDeviceStatus. The enumerationKind parameter can be used to cause an initial salvo of callbacks to be generated - one for each device that is connected to the system. This initial enumeration can be set to an asynchronous or synchronous enumeration. A synchronous enumeration will call all initial callbacks before IGameInput::RegisterDeviceCallback returns. The following C++ sample demonstrates how to explicitly enumerate connected gamepads and keyboards.Requirements
Input API OverviewIGameInput
IGameInput::UnregisterCallback
IGameInput::StopCallback
