wine/include/windows.gaming.input.forcefeedback.idl

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/*
* 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.Gaming.Input.ForceFeedback {
typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
typedef enum ForceFeedbackEffectState ForceFeedbackEffectState;
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.IIterator<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
interface Windows.Foundation.Collections.IIterable<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
interface Windows.Foundation.Collections.IVectorView<Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor *>;
interface Windows.Foundation.Collections.IVector<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 ForceFeedbackEffectState
{
Stopped = 0,
Running = 1,
Paused = 2,
Faulted = 3,
};
[contract(Windows.Foundation.UniversalApiContract, 3.0)]
enum ForceFeedbackLoadEffectResult
{
Succeeded = 0,
EffectStorageFull = 1,
EffectNotSupported = 2
};
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
uuid(a17fba0c-2ae4-48c2-8063-eabd0777cb89)
]
interface IForceFeedbackEffect : IInspectable
{
[propget] HRESULT Gain([out, retval] DOUBLE *value);
[propput] HRESULT Gain([in] DOUBLE value);
[propget] HRESULT State([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectState *value);
HRESULT Start();
HRESULT Stop();
}
[
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;
}
}