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KeyRoutedEventArgs Class
Definition
- Namespace:
- Windows.UI.Xaml.Input
Important
Some information relates to prerelease product that may be substantially modified before itβs released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
public ref class KeyRoutedEventArgs sealed : RoutedEventArgs
/// [Windows.Foundation.Metadata.ContractVersion(Windows.Foundation.UniversalApiContract, 65536)]
/// [Windows.Foundation.Metadata.MarshalingBehavior(Windows.Foundation.Metadata.MarshalingType.Agile)]
/// [Windows.Foundation.Metadata.Threading(Windows.Foundation.Metadata.ThreadingModel.Both)]
class KeyRoutedEventArgs final : RoutedEventArgs
[Windows.Foundation.Metadata.ContractVersion(typeof(Windows.Foundation.UniversalApiContract), 65536)]
[Windows.Foundation.Metadata.MarshalingBehavior(Windows.Foundation.Metadata.MarshalingType.Agile)]
[Windows.Foundation.Metadata.Threading(Windows.Foundation.Metadata.ThreadingModel.Both)]
public sealed class KeyRoutedEventArgs : RoutedEventArgs
Public NotInheritable Class KeyRoutedEventArgs
Inherits RoutedEventArgs
- Inheritance
- Attributes
Windows requirements
| Requirements | Description |
|---|---|
| Device family |
Windows 10 (introduced in 10.0.10240.0)
|
| API contract |
Windows.Foundation.UniversalApiContract (introduced in v1.0)
|
Remarks
Button input is mapped to different key values for various devices.
This table provides the mapping detail for game pad and remote devices.
| Button | Key value | OriginalKey value |
|---|---|---|
| π GamepadA button |
Space | GamepadA or NavigationAccept |
| π GamepadB button |
Escape | GamepadB or NavigationCancel |
| π GamepadX button |
GamepadX | GamepadX |
| π GamepadY button |
GamepadY | GamepadY |
| π GamepadDPad button |
Left/Right/Up/Down | GamepadDPadUp/Down/Left/Right |
| π GamePad Joystick/Thumbstick |
GamepadLeftThumbstickButton/Up/Down/Left/Right or GamepadRightThumbstickButton/Up/Down/Left/Right | GamepadLeftThumbstickButton/Up/Down/Left/Right or GamepadRightThumbstickButton/Up/Down/Left/Right or NavigationUp/Down/Left/Right |
| π Gamepad Trigger |
GamePadRightTrigger/LeftTrigger | GamePadRightTrigger/LeftTrigger |
| π Gamepad Bumper/Shoulder |
GamePadRightShoulder/LeftShoulder | GamePadRightShoulder/LeftShoulder |
| π Gamepad Menu button |
GamepadMenu | GamepadMenu or NavigationMenu |
| π Gamepad View button |
GamepadView | GamepadView or NavigationView |
Version history
| Windows version | SDK version | Value added |
|---|---|---|
| 1607 | 14393 | DeviceId |
Properties
| Name | Description |
|---|---|
| DeviceId |
Gets a unique ID for the input device that generated this key event. Use DeviceId to differentiate between all connected devices that can generate key events, such as multiple game controllers.
|
| Handled |
Gets or sets a value that marks the routed event as handled. A true value for Handled prevents most handlers along the event route from handling the same event again. |
| Key |
Gets the virtual key associated with the event. Depending on the input device, this can be a mapped value. For raw, unmapped event data, see the OriginalKey property. |
| KeyStatus |
Gets a structure value that reports various system-detected characteristics of the key press, including repeat count and menu status. |
| OriginalKey |
Gets the original, unmapped virtual key associated with the event. Depending on the input device, the input button might be mapped to a different key value. For the mapped event value, see the Key property. |
| OriginalSource |
Gets a reference to the object that raised the event. This is often a template part of a control rather than an element that was declared in your app UI. (Inherited from RoutedEventArgs) |
Applies to
See also
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