[PATCH 3/4] include: Remove nested namespaces in windows.gaming.input.forcefeedback.idl.

Rémi Bernon rbernon at codeweavers.com
Wed Apr 20 12:04:01 CDT 2022


Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
---
 .../windows.gaming.input.forcefeedback.idl    | 150 ++++++++----------
 1 file changed, 64 insertions(+), 86 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 {
-    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;
-                }
-            }
-        }
+namespace Windows.Gaming.Input.ForceFeedback {
+    typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
+    typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
+    interface IForceFeedbackEffect;
+    runtimeclass 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 *>;
+    }
+
+    [
+        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;
     }
 }
-- 
2.35.1




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