include: Add Windows.Gaming.Input.ForceFeedback.RampForce runtimeclass declaration.

Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Rémi Bernon 2022-04-27 08:26:34 +02:00 committed by Alexandre Julliard
parent 7c99bdfe3c
commit 2e9a72759c

View file

@ -39,10 +39,12 @@ namespace Windows.Gaming.Input.ForceFeedback {
interface IConditionForceEffect;
interface IConditionForceEffectFactory;
interface IConstantForceEffect;
interface IRampForceEffect;
runtimeclass ForceFeedbackMotor;
runtimeclass PeriodicForceEffect;
runtimeclass ConditionForceEffect;
runtimeclass ConstantForceEffect;
runtimeclass RampForceEffect;
declare {
interface Windows.Foundation.AsyncOperationCompletedHandler<Windows.Gaming.Input.ForceFeedback.ForceFeedbackLoadEffectResult>;
@ -207,6 +209,22 @@ namespace Windows.Gaming.Input.ForceFeedback {
[in] Windows.Foundation.TimeSpan release_duration, [in] UINT32 repeat_count);
}
[
contract(Windows.Foundation.UniversalApiContract, 3.0),
exclusiveto(Windows.Gaming.Input.ForceFeedback.RampForceEffect),
uuid(f1f81259-1ca6-4080-b56d-b43f3354d052)
]
interface IRampForceEffect : IInspectable
requires Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect
{
HRESULT SetParameters([in] Windows.Foundation.Numerics.Vector3 start_vector, [in] Windows.Foundation.Numerics.Vector3 end_vector,
[in] Windows.Foundation.TimeSpan duration);
HRESULT SetParametersWithEnvelope([in] Windows.Foundation.Numerics.Vector3 start_vector, [in] Windows.Foundation.Numerics.Vector3 end_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),
@ -252,4 +270,16 @@ namespace Windows.Gaming.Input.ForceFeedback {
[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
interface Windows.Gaming.Input.ForceFeedback.IConstantForceEffect;
}
[
activatable(Windows.Foundation.UniversalApiContract, 3.0),
contract(Windows.Foundation.UniversalApiContract, 3.0),
marshaling_behavior(agile),
threading(both)
]
runtimeclass RampForceEffect
{
[default] interface Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect;
interface Windows.Gaming.Input.ForceFeedback.IRampForceEffect;
}
}