Rémi Bernon : include: Remove nested namespaces in windows.gaming.input.forcefeedback.idl.
Alexandre Julliard
julliard at winehq.org
Wed Apr 20 16:49:49 CDT 2022
Module: wine
Branch: master
Commit: b1998870df603ab581f26a0bcefaeedd61354523
URL: https://source.winehq.org/git/wine.git/?a=commit;h=b1998870df603ab581f26a0bcefaeedd61354523
Author: Rémi Bernon <rbernon at codeweavers.com>
Date: Wed Apr 20 19:04:01 2022 +0200
include: Remove nested namespaces in windows.gaming.input.forcefeedback.idl.
Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
include/windows.gaming.input.forcefeedback.idl | 138 +++++++++++--------------
1 file changed, 58 insertions(+), 80 deletions(-)
diff --git a/include/windows.gaming.input.forcefeedback.idl b/include/windows.gaming.input.forcefeedback.idl
index da153a3285a..39705918b6e 100644
--- a/include/windows.gaming.input.forcefeedback.idl
+++ b/include/windows.gaming.input.forcefeedback.idl
@@ -26,91 +26,69 @@ import "eventtoken.idl";
import "windowscontracts.idl";
import "windows.foundation.idl";
-namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
- typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
- interface IForceFeedbackEffect;
- runtimeclass ForceFeedbackMotor;
- }
- }
- }
-}
+namespace Windows.Gaming.Input.ForceFeedback {
+ typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
+ typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
+ interface IForceFeedbackEffect;
+ runtimeclass ForceFeedbackMotor;
-namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- declare {
- interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
- interface Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
- interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor*>;
- }
- }
- }
+ declare {
+ interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
+ interface Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
+ interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
}
-}
-namespace Windows {
- namespace Gaming {
- namespace Input {
- namespace ForceFeedback {
- [
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- flags
- ]
- enum ForceFeedbackEffectAxes
- {
- None = 0x0,
- X = 0x1,
- Y = 0x2,
- Z = 0x4
- };
+ [
+ contract(Windows.Foundation.UniversalApiContract, 3.0),
+ flags
+ ]
+ enum ForceFeedbackEffectAxes
+ {
+ None = 0x0,
+ X = 0x1,
+ Y = 0x2,
+ Z = 0x4
+ };
- [contract(Windows.Foundation.UniversalApiContract, 3.0)]
- enum ForceFeedbackLoadEffectResult
- {
- Succeeded = 0,
- EffectStorageFull = 1,
- EffectNotSupported = 2
- };
+ [contract(Windows.Foundation.UniversalApiContract, 3.0)]
+ enum ForceFeedbackLoadEffectResult
+ {
+ Succeeded = 0,
+ EffectStorageFull = 1,
+ EffectNotSupported = 2
+ };
- [
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- exclusiveto(Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor),
- uuid(8d3d417c-a5ea-4516-8026-2b00f74ef6e5)
- ]
- interface IForceFeedbackMotor : IInspectable
- {
- [propget] HRESULT AreEffectsPaused([out, retval] boolean* value);
- [propget] HRESULT MasterGain([out, retval] DOUBLE* value);
- [propput] HRESULT MasterGain([in] DOUBLE value);
- [propget] HRESULT IsEnabled([out, retval] boolean* value);
- [propget] HRESULT SupportedAxes([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectAxes* value);
- HRESULT LoadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect* effect,
- [out, retval] Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>** async_op);
- HRESULT PauseAllEffects();
- HRESULT ResumeAllEffects();
- HRESULT StopAllEffects();
- HRESULT TryDisableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op);
- HRESULT TryEnableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op);
- HRESULT TryResetAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op);
- HRESULT TryUnloadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect* effect,
- [out, retval] Windows.Foundation.IAsyncOperation<boolean>** async_op);
- }
+ [
+ contract(Windows.Foundation.UniversalApiContract, 3.0),
+ exclusiveto(Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor),
+ uuid(8d3d417c-a5ea-4516-8026-2b00f74ef6e5)
+ ]
+ interface IForceFeedbackMotor : IInspectable
+ {
+ [propget] HRESULT AreEffectsPaused([out, retval] boolean *value);
+ [propget] HRESULT MasterGain([out, retval] DOUBLE *value);
+ [propput] HRESULT MasterGain([in] DOUBLE value);
+ [propget] HRESULT IsEnabled([out, retval] boolean *value);
+ [propget] HRESULT SupportedAxes([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectAxes *value);
+ HRESULT LoadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect,
+ [out, retval] Windows.Foundation.IAsyncOperation<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult> **async_op);
+ HRESULT PauseAllEffects();
+ HRESULT ResumeAllEffects();
+ HRESULT StopAllEffects();
+ HRESULT TryDisableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
+ HRESULT TryEnableAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
+ HRESULT TryResetAsync([out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
+ HRESULT TryUnloadEffectAsync([in] Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect *effect,
+ [out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
+ }
- [
- contract(Windows.Foundation.UniversalApiContract, 3.0),
- marshaling_behavior(agile),
- threading(both)
- ]
- runtimeclass ForceFeedbackMotor
- {
- [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor;
- }
- }
- }
+ [
+ contract(Windows.Foundation.UniversalApiContract, 3.0),
+ marshaling_behavior(agile),
+ threading(both)
+ ]
+ runtimeclass ForceFeedbackMotor
+ {
+ [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor;
}
}
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