Rémi Bernon : include: Add Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect runtimeclass declaration.
Alexandre Julliard
julliard at winehq.org
Wed Apr 27 16:12:15 CDT 2022
Module: wine
Branch: master
Commit: cc6358b37a15f71ca6a6a7ccc1af0b356a460883
URL: https://source.winehq.org/git/wine.git/?a=commit;h=cc6358b37a15f71ca6a6a7ccc1af0b356a460883
Author: Rémi Bernon <rbernon at codeweavers.com>
Date: Wed Apr 27 08:26:31 2022 +0200
include: Add Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect runtimeclass declaration.
Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
include/windows.gaming.input.forcefeedback.idl | 56 ++++++++++++++++++++++++++
1 file changed, 56 insertions(+)
diff --git a/include/windows.gaming.input.forcefeedback.idl b/include/windows.gaming.input.forcefeedback.idl
index 639e0c5cd57..e02c136e562 100644
--- a/include/windows.gaming.input.forcefeedback.idl
+++ b/include/windows.gaming.input.forcefeedback.idl
@@ -25,13 +25,18 @@ import "asyncinfo.idl";
import "eventtoken.idl";
import "windowscontracts.idl";
import "windows.foundation.idl";
+import "windows.foundation.numerics.idl";
namespace Windows.Gaming.Input.ForceFeedback {
typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
typedef enum ForceFeedbackEffectState ForceFeedbackEffectState;
typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
+ typedef enum PeriodicForceEffectKind PeriodicForceEffectKind;
interface IForceFeedbackEffect;
+ interface IPeriodicForceEffect;
+ interface IPeriodicForceEffectFactory;
runtimeclass ForceFeedbackMotor;
+ runtimeclass PeriodicForceEffect;
declare {
interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
@@ -71,6 +76,16 @@ namespace Windows.Gaming.Input.ForceFeedback {
EffectNotSupported = 2
};
+ [contract(Windows.Foundation.UniversalApiContract, 3.0)]
+ enum PeriodicForceEffectKind
+ {
+ SquareWave = 0,
+ SineWave = 1,
+ TriangleWave = 2,
+ SawtoothWaveUp = 3,
+ SawtoothWaveDown = 4,
+ };
+
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
uuid(a17fba0c-2ae4-48c2-8063-eabd0777cb89)
@@ -108,6 +123,35 @@ namespace Windows.Gaming.Input.ForceFeedback {
[out, retval] Windows.Foundation.IAsyncOperation<boolean> **async_op);
}
+ [
+ contract(Windows.Foundation.UniversalApiContract, 3.0),
+ exclusiveto(Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect),
+ uuid(5c5138d7-fc75-4d52-9a0a-efe4cab5fe64)
+ ]
+ interface IPeriodicForceEffect : IInspectable
+ requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect
+ {
+ [propget] HRESULT Kind([out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind *value);
+ HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT frequency, [in] FLOAT phase,
+ [in] FLOAT bias, [in] Windows.Foundation.TimeSpan duration);
+ HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 vector, [in] FLOAT frequency, [in] FLOAT phase,
+ [in] FLOAT bias, [in] FLOAT attack_gain, [in] FLOAT sustain_gain, [in] FLOAT release_gain,
+ [in] Windows.Foundation.TimeSpan start_delay, [in] Windows.Foundation.TimeSpan attack_duration,
+ [in] Windows.Foundation.TimeSpan sustain_duration, [in] Windows.Foundation.TimeSpan release_duration,
+ [in] UINT32 repeat_count);
+ }
+
+ [
+ contract(Windows.Foundation.UniversalApiContract, 3.0),
+ exclusiveto(Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect),
+ uuid(6f62eb1a-9851-477b-b318-35ecaa15070f)
+ ]
+ interface IPeriodicForceEffectFactory : IInspectable
+ {
+ HRESULT CreateInstance([in] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffectKind kind,
+ [out, retval] Windows.Gaming.Input.ForceFeedback.PeriodicForceEffect **value);
+ }
+
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
marshaling_behavior(agile),
@@ -117,4 +161,16 @@ namespace Windows.Gaming.Input.ForceFeedback {
{
[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor;
}
+
+ [
+ activatable(Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffectFactory, Windows.Foundation.UniversalApiContract, 3.0),
+ contract(Windows.Foundation.UniversalApiContract, 3.0),
+ marshaling_behavior(agile),
+ threading(both)
+ ]
+ runtimeclass PeriodicForceEffect
+ {
+ [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
+ interface Windows.Gaming.Input.ForceFeedback.IPeriodicForceEffect;
+ }
}
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