Rémi Bernon : include: Add Windows.Gaming.Input.ForceFeedback.ConstantForce runtimeclass declaration.
Alexandre Julliard
julliard at winehq.org
Wed Apr 27 16:12:15 CDT 2022
Module: wine
Branch: master
Commit: 7c99bdfe3c89032a13e13153dffdd448b296cf5d
URL: https://source.winehq.org/git/wine.git/?a=commit;h=7c99bdfe3c89032a13e13153dffdd448b296cf5d
Author: Rémi Bernon <rbernon at codeweavers.com>
Date: Wed Apr 27 08:26:33 2022 +0200
include: Add Windows.Gaming.Input.ForceFeedback.ConstantForce 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 | 29 ++++++++++++++++++++++++++
1 file changed, 29 insertions(+)
diff --git a/include/windows.gaming.input.forcefeedback.idl b/include/windows.gaming.input.forcefeedback.idl
index ad3290f1a5c..033cf09cc1f 100644
--- a/include/windows.gaming.input.forcefeedback.idl
+++ b/include/windows.gaming.input.forcefeedback.idl
@@ -38,9 +38,11 @@ namespace Windows.Gaming.Input.ForceFeedback {
interface IPeriodicForceEffectFactory;
interface IConditionForceEffect;
interface IConditionForceEffectFactory;
+ interface IConstantForceEffect;
runtimeclass ForceFeedbackMotor;
runtimeclass PeriodicForceEffect;
runtimeclass ConditionForceEffect;
+ runtimeclass ConstantForceEffect;
declare {
interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
@@ -190,6 +192,21 @@ namespace Windows.Gaming.Input.ForceFeedback {
[out, retval] Windows.Gaming.Input.ForceFeedback.ConditionForceEffect **value);
}
+ [
+ contract(Windows.Foundation.UniversalApiContract, 3.0),
+ exclusiveto(Windows.Gaming.Input.ForceFeedback.ConstantForceEffect),
+ uuid(9bfa0140-f3c7-415c-b068-0f068734bce0)
+ ]
+ interface IConstantForceEffect : IInspectable
+ requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect
+ {
+ HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 vector, [in] Windows.Foundation.TimeSpan duration);
+ HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 vector, [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),
marshaling_behavior(agile),
@@ -223,4 +240,16 @@ namespace Windows.Gaming.Input.ForceFeedback {
[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
interface Windows.Gaming.Input.ForceFeedback.IConditionForceEffect;
}
+
+ [
+ activatable(Windows.Foundation.UniversalApiContract, 3.0),
+ contract(Windows.Foundation.UniversalApiContract, 3.0),
+ marshaling_behavior(agile),
+ threading(both)
+ ]
+ runtimeclass ConstantForceEffect
+ {
+ [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
+ interface Windows.Gaming.Input.ForceFeedback.IConstantForceEffect;
+ }
}
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