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include: Add Windows.Gaming.Input.ForceFeedback.IForceFeedbackEffect interface declaration.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -28,6 +28,7 @@ import "windows.foundation.idl";
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namespace Windows.Gaming.Input.ForceFeedback {
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typedef enum ForceFeedbackEffectAxes ForceFeedbackEffectAxes;
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typedef enum ForceFeedbackEffectState ForceFeedbackEffectState;
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typedef enum ForceFeedbackLoadEffectResult ForceFeedbackLoadEffectResult;
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interface IForceFeedbackEffect;
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runtimeclass ForceFeedbackMotor;
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@ -50,6 +51,15 @@ namespace Windows.Gaming.Input.ForceFeedback {
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Z = 0x4
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};
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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enum ForceFeedbackEffectState
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{
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Stopped = 0,
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Running = 1,
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Paused = 2,
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Faulted = 3,
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};
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[contract(Windows.Foundation.UniversalApiContract, 3.0)]
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enum ForceFeedbackLoadEffectResult
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{
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@ -58,6 +68,19 @@ namespace Windows.Gaming.Input.ForceFeedback {
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EffectNotSupported = 2
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};
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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uuid(a17fba0c-2ae4-48c2-8063-eabd0777cb89)
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]
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interface IForceFeedbackEffect : IInspectable
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{
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[propget] HRESULT Gain([out, retval] DOUBLE *value);
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[propput] HRESULT Gain([in] DOUBLE value);
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[propget] HRESULT State([out, retval] Windows.Gaming.Input.ForceFeedback.ForceFeedbackEffectState *value);
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HRESULT Start();
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HRESULT Stop();
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}
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[
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contract(Windows.Foundation.UniversalApiContract, 3.0),
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exclusiveto(Windows.Gaming.Input.ForceFeedback.ForceFeedbackMotor),
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