[PATCH 4/5] include: Add ForceFeedbackMotor runtimeclass in windows.gaming.input.forcefeedback.idl.
Rémi Bernon
rbernon at codeweavers.com
Fri Mar 19 05:06:28 CDT 2021
Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
---
include/Makefile.in | 1 +
include/windows.foundation.idl | 9 ++
.../windows.gaming.input.forcefeedback.idl | 116 ++++++++++++++++++
3 files changed, 126 insertions(+)
create mode 100644 include/windows.gaming.input.forcefeedback.idl
diff --git a/include/Makefile.in b/include/Makefile.in
index 32ef2cd41c1..ab49ee0e4b3 100644
--- a/include/Makefile.in
+++ b/include/Makefile.in
@@ -752,6 +752,7 @@ SOURCES = \
windows.foundation.collections.idl \
windows.foundation.idl \
windows.gaming.input.idl \
+ windows.gaming.input.forcefeedback.idl \
windows.h \
windows.media.speechsynthesis.idl \
windows.system.idl \
diff --git a/include/windows.foundation.idl b/include/windows.foundation.idl
index 595f8af69e7..b06b9eadaf4 100644
--- a/include/windows.foundation.idl
+++ b/include/windows.foundation.idl
@@ -114,3 +114,12 @@ namespace Windows {
}
}
}
+
+namespace Windows {
+ namespace Foundation {
+ declare {
+ interface Windows.Foundation.AsyncOperationCompletedHandler<boolean>;
+ interface Windows.Foundation.IAsyncOperation<boolean>;
+ }
+ }
+}
diff --git a/include/windows.gaming.input.forcefeedback.idl b/include/windows.gaming.input.forcefeedback.idl
new file mode 100644
index 00000000000..da153a3285a
--- /dev/null
+++ b/include/windows.gaming.input.forcefeedback.idl
@@ -0,0 +1,116 @@
+/*
+ * Copyright 2021 Rémi Bernon for CodeWeavers
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+#ifdef __WIDL__
+#pragma winrt ns_prefix
+#endif
+
+import "inspectable.idl";
+import "asyncinfo.idl";
+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 {
+ 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*>;
+ }
+ }
+ }
+ }
+}
+
+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)]
+ 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),
+ marshaling_behavior(agile),
+ threading(both)
+ ]
+ runtimeclass ForceFeedbackMotor
+ {
+ [default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackMotor;
+ }
+ }
+ }
+ }
+}
--
2.30.2
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