[PATCH 3/5] include: Add Windows.Gaming.Input.ForceFeedback.ConditionForceEffect runtimeclass declaration.
Rémi Bernon
rbernon at codeweavers.com
Wed Apr 27 01:26:32 CDT 2022
Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
---
.../windows.gaming.input.forcefeedback.idl | 50 +++++++++++++++++++
1 file changed, 50 insertions(+)
diff --git a/include/windows.gaming.input.forcefeedback.idl b/include/windows.gaming.input.forcefeedback.idl
index e02c136e562..ad3290f1a5c 100644
--- a/include/windows.gaming.input.forcefeedback.idl
+++ b/include/windows.gaming.input.forcefeedback.idl
@@ -32,11 +32,15 @@ namespace Windows.Gaming.Input.ForceFeedback {
typedef enum ForceFeedbackEffectState ForceFeedbackEffectState;
typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
typedef enum PeriodicForceEffectKind PeriodicForceEffectKind;
+ typedef enum ConditionForceEffectKind ConditionForceEffectKind;
interface IForceFeedbackEffect;
interface IPeriodicForceEffect;
interface IPeriodicForceEffectFactory;
+ interface IConditionForceEffect;
+ interface IConditionForceEffectFactory;
runtimeclass ForceFeedbackMotor;
runtimeclass PeriodicForceEffect;
+ runtimeclass ConditionForceEffect;
declare {
interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
@@ -86,6 +90,15 @@ namespace Windows.Gaming.Input.ForceFeedback {
SawtoothWaveDown = 4,
};
+ [contract(Windows.Foundation.UniversalApiContract, 3.0)]
+ enum ConditionForceEffectKind
+ {
+ Spring = 0,
+ Damper = 1,
+ Inertia = 2,
+ Friction = 3,
+ };
+
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
uuid(a17fba0c-2ae4-48c2-8063-eabd0777cb89)
@@ -152,6 +165,31 @@ namespace Windows.Gaming.Input.ForceFeedback {
[out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect **value);
}
+ [
+ contract(Windows.Foundation.UniversalApiContract, 3.0),
+ exclusiveto(Windows.Gaming.Input.ForceFeedback.ConditionForceEffect),
+ uuid(32d1ea68-3695-4e69-85c0-cd1944189140)
+ ]
+ interface IConditionForceEffect : IInspectable
+ requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect
+ {
+ [propget] HRESULT Kind([out, retval] Windows.Gaming.Input.ForceFeedback.ConditionForceEffectKind *value);
+ HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 direction, [in] FLOAT positive_coeff,
+ [in] FLOAT negative_coeff, [in] FLOAT max_positive_magnitude, [in] FLOAT max_negative_magnitude,
+ [in] FLOAT deadzone, [in] FLOAT bias);
+ }
+
+ [
+ contract(Windows.Foundation.UniversalApiContract, 3.0),
+ exclusiveto(Windows.Gaming.Input.ForceFeedback.ConditionForceEffect),
+ uuid(91a99264-1810-4eb6-a773-bfd3b8cddbab)
+ ]
+ interface IConditionForceEffectFactory : IInspectable
+ {
+ HRESULT CreateInstance([in] Windows.Gaming.Input.ForceFeedback.ConditionForceEffectKind kind,
+ [out, retval] Windows.Gaming.Input.ForceFeedback.ConditionForceEffect **value);
+ }
+
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
marshaling_behavior(agile),
@@ -173,4 +211,16 @@ namespace Windows.Gaming.Input.ForceFeedback {
[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
interface Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect;
}
+
+ [
+ activatable(Windows.Gaming.Input.ForceFeedback.IConditionForceEffectFactory, Windows.Foundation.UniversalApiContract, 3.0),
+ contract(Windows.Foundation.UniversalApiContract, 3.0),
+ marshaling_behavior(agile),
+ threading(both)
+ ]
+ runtimeclass ConditionForceEffect
+ {
+ [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
+ interface Windows.Gaming.Input.ForceFeedback.IConditionForceEffect;
+ }
}
--
2.35.1
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